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 help you hit your goals faster thanks to our great expertise.
If you prefer to contact us, use this email: bizdev@ilogos.biz