Art Direction Process Turing Point: Fall of Liberty
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At the 2007 Game Developers Conference in Lyon,
independent art director Viktor Antonov (Half-Life 2) stated that "nowadays
there’s a general consensus that visuals are just as important as anything else
in a project because if it looks good, it will sell."
This, of course, is a new phenomenon. Improved hardware and
software allow developers to create realistic or hyper-realistic worlds that enhance
the overall game experience. This extra layer of visual sophistication is
created at a huge financial cost. Also, production time has increased
proportionally.
Antonov adds that “managers and project leads often perceive
visual design as a packaging design for the product…we’ll make it pretty, and
people will like it and consume it.” His main point is that visual design
should go beyond such concepts. Visual design must be treated as a tool for communicating.
Just like game play, it has the power to tell or enhance a story, it creates
appropriate mood, and it visually guides the player.
Consequently, the pressure on art directors has increased. I
hope that the understanding of art’s new role will grow and transform embedded
ideas.