Art Director for Video Games | Ron Ashtiani (22 Years of Art)
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- Опубліковано 18 чер 2024
- Ron Ashtiani has spent a career in art and as an art director. Ron's had an over 25 year career in art and has served as an art director in multiple game studios including at Midway Games. He also co-founded Atomhawk in 2009 and currently starting a new adventure.
In today's discussion with Ron we discuss the role of an art director (AD), the different kinds of ADs, how to determine an art style for a game, documentation best practices, biggest lessons/mistakes, art differences for mobile vs. PC/console, and much more!
Find out more about Ron Ashtiani here:
- www.ronashtiani.com/
- www.artstation.com/ashtiani
- / cumronashtiani
00:00 Ron's Background
2:19 Role of AD (Different Kinds of ADs)
5:50 Art Style and Lead Artist vs. AD
8:47 Picking Art Style: Key Concepts to Consider
13:40 Art Team Documentation Best Practice
17:55 Determining Internal vs. External Art Team
20:07 Biggest Mistakes/Lessons Learned
25:25 Art for Mobile vs. Console vs. PC
29:05 Thoughts on Art Concept Testing
30:55 Team & AD Skill Development
34:10 Art Team Processes & Tools
37:42 Ron's Book & Final Advice
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Thanks for sharing the knowledge Ron, & appreciate your efforts JK for having such awesome guest.
Hope you enjoyed it and I'll have to agree that Ron was awesome. Thanks for the comment Shailesh!
Great interview
Thanks!
Great video, thanks for sharing. As Ron mentions there's not much about this topic out there so you'll filling an important gap. Appreciate it!
Glad you liked it! Ron definitely needs to do more talks
Interesting conversation. Tnx for sharing this.
Glad you enjoyed it
The art standups sound a lot like engineering standups. It does make sense, as they are both creative undertakings. Given the nature of the tools used for game development, art is effectively another "development environment." Large studios must have an "ArtOps" function. Do they put it under the engineering or art hierarchies? I could see ops being an incredible headache either way. You can use Git to manage the C# code in a Unity project just fine, but not the terabytes of art assets lol. Perhaps a cloud solution to "ArtOps" is an opportunity for Unity to explore.
My man Matt! I believe most studios have Art separately under Art or Production/PM. To your point on code repo. I believe that one of the reasons why a lot of devs prefer Perforce over Git is the ability to manage art assets in addition to code.
@@GameMakersDev There you have it! This is the company I-as-Unity would acquire with my IPO loot and stupendous valuation.
Good idea! I should think about that more but on the face of it sounds like it would be a very good fit!
Hey i wanna ask u, but sorry before my english so bad, i ask what a difference lead artist and art director, thank you
There are different kinds of ADs as per the video. Generally speaking AD will define vision for the art like art style, etc. and ensure consistency of art assets produced and train/give feedback to artists. AD sometimes does hands-on art but often times just guides the vision. Art lead usually produces art and trains/gives feedback to less experienced artists.
@@GameMakersDev i really sorry about that, i asked u before watcing video, but now im understand all off in the video thankyou for u sharing session and answer my question🥲🤗🙏