




The art director and the art team gather and study all project information you provide: your idea of the game, a vision of the characters, main mechanics, worldbuilding, and so on — everything that requires art.
At this stage, we’re sometimes asked to do art tests, — small projects for a character design/environmental art that’ll show our ability to deliver fitting art for your game.
After this stage, we clearly understand what art needs to be created, the approximate scope of the project — and (the approximate) number of people we will need to assemble an efficient art team with people who want to work on your game, specifically.
We talk further with your and your representatives, connecting 2d art KPIs (the number of completed art pieces prepared and optimized for import into the engine & others) to the milestones you want to work within to establish approximate benchmarks.
We also work with you to develop an art style for the game, stylization type (if required), color scheme, a mood of the game, etc. We cover what needs to be done within 2D art in:
…and more. Then, cooperating with you, we develop an art style that would be integrated within an assembly of those components; the art style that’ll convey your game’s mood and feel the best.
The team gets all the necessary materials: GDD (the most important document in gamedev), style guides, sketches, storyboards, narrative designer’s documents, and more from you (and from our previous meetings/talks).
They study them so they can better figure out the most efficient way of how things need to be done, what tech is needed for the project, and what the best organization of the art process for your particular game looks like.
The timetables we’ve established for our KPIs, divided into short sprints according to this or that task’s priority, become the foundation of our roadmap. It contains dates and deadlines for drawing various types of art, preparing them for animation, animating them, preparing them for integration into the game, and optimizing them — with your validation and check-ins in between those stages. Roadmap also has a buffer time for QA, bug fixes, emergencies, and other unexpected things that should be expected.
Within sprints, various members of our art team craft drafts for different art types, validate them, and refine ready-to-import 2D art assets, both static and animated. Technical artists work on art with developers, pre- and post-import, to make sure all visual components of the game look good and cohesive, and that the game performs well while sustaining high-quality graphics. Art Director and Art Lead monitor and guide the process.
After the game’s release, we figure out if people liked what they’ve seen & played and deliver the feedback to the art team. If we continue cooperation, a similar 2d art pipeline is recreated for crafting updates for the visual part of your game.
2D art here is digital art rendered in two dimensions. It’s considered a more affordable option than 3D art, but make no mistake: 2D is not less than 3D. It’s also not necessarily stylized: 2D art in games can be realistic. In fact, it can be everything you want it to be: beautiful, gritty, dark, mysterious, simple, viciously complex, etc. And it’s a great conduit for a story, like all art.
We’ve described the pipeline we use above, but different studios approach it differently. We start with storyboards and concept arts, collaborating with narrative designers, game designers, art directors, and our clients: to work towards the same image of what a game should look like.
We analyze the aesthetics of the game clients want to build from different angles: what is the story? What is the core game loop and what are other mechanics? What mood players would be in when they’re getting into the game? What is this character’s backstory and how it’s reflected in the way they move, talk, express themselves? What are the colors surrounding this location, this character, this action? What are the common visual solutions for this interaction in the genre and do we want to use them? How do we want to guide players through the world and what do we need to draw for it? It’s an extensive list of questions, to say the least.
After we more or less agreed on the common vision, we divide the work into stages and go draw the stuff. Because the art team collaborates very closely both with a client and among themselves, the friction is minimal: we keep ourselves aligned with a convention we’ve chosen for the game, GDD, narrative. Animators work with the finished 2D art assets. Tech artists tune the graphics and work with visual effects.
Often, environmental art gets tested by level designers, because these two are so close in modern games. Often, artists collaborate with programmers to reduce the pressure on the engine, optimize graphics. At the end of each spring, a client approves a finished segment of work, gives feedback, — and we react to their feedback in the next one.
IP-based art production is a bit different: more regulated and strict. Artists on IP projects need to accurately replicate all visuals known to the players (or, broader: audience) from the IP. The feedback loop is tighter; validation from the client or IP holder (these are often two different people) is needed more often. It’s hard but rewarding. You can take a look at our The Simpsons: Tapped Out case as an example of an IP-based art project we did in collaboration with EA.
It varies depending on the complexity of your project and the time you want to spend on getting artwork done. The hourly rate for freelance artists is around $30 per hour while studios charge anywhere from $20,000 to $200,000 per month for their services.
Our artists each prefer different art styles and techniques. We mostly use Adobe Photoshop & Illustrator for refining paintings, but not everyone starts with them. Some love to do initial sketches on paper, some — on tablets, in digital. Our illustrators can draw via cross-hatching and stippling (and utilize it in noir, horror stories, and detectives). Many artists like experimenting with composition, perspective, depth. Our techniques are many.
We work with all possible styles — from variations on cartoon-like and stylized to hyper-realistic graphics. We also hand-draw art assets; create pixel art and work with vector graphics.
We help you hit your goals faster thanks to our great expertise.
If you prefer to contact us, use this email: bizdev@ilogos.biz