suck
04-25-2002, 12:49 AM
I made this statement in another thread (http://www.cgtalk.com/showthread.php?s=&threadid=6241) and it was met with some resistance. The thing is, if you deny the truth that what you are doing in making games is creating a product, you will be very disappointed at many points throughout your (potential) career.
One person misquoted me and said that I wrote
"Game art is just a product". This is much different than saying it merely IS a product. Much more limiting. Some will still disagree and thats fine. But when I see aspiring artists wasting their time writing paragraphs justifying their bad work verbally instead of spending it getting better, it is disconcerting. But here's what I'm trying to get across.
Pouring your heart and soul into what you do is the goal for a lot of people, not just in the game industry. But I implore you all to not confuse what you make for a game with your own personal artistic exploration. While they may cross over occasionally, or even often, there are some major differences:
-Your own artistic exploration doesn't have other people's millions of dollars riding on it.
-You get to decide what you make in your own artistic ventures... when making a game you do not. You must work with a team. This is a good thing if you look at it the right way.
-Whilst exploring your own artistic world, you are free to work to a level of quality that you alone are happy with. In the game industry, you must make works that other people, namely your art director, are happy with. If you are the art director, you must make stuff your producer is happy with. And so on, and so on. You must be able to accept criticism even if you are in total disagreement with the critic's opinion.
-In your own artistic world, you needn't restrict yourself to a schedule... that would be a hindrence to your creativity, right? In the game industry we have schedules. And we know they will change.
I can add to this list but will stop here.
So just realize that you're doing a job and that other people are counting on you to perform. What you make is part of a puzzle, a product... the game.
All of these statements are balanced by the one great motivator: Money. Game artists can make a lot of money, but it is competitive.
So don't confuse the side of art that helps people cope with loss, the side that is a window to your emotions, the side that you do for yourself, with what is in the end a product.
One person misquoted me and said that I wrote
"Game art is just a product". This is much different than saying it merely IS a product. Much more limiting. Some will still disagree and thats fine. But when I see aspiring artists wasting their time writing paragraphs justifying their bad work verbally instead of spending it getting better, it is disconcerting. But here's what I'm trying to get across.
Pouring your heart and soul into what you do is the goal for a lot of people, not just in the game industry. But I implore you all to not confuse what you make for a game with your own personal artistic exploration. While they may cross over occasionally, or even often, there are some major differences:
-Your own artistic exploration doesn't have other people's millions of dollars riding on it.
-You get to decide what you make in your own artistic ventures... when making a game you do not. You must work with a team. This is a good thing if you look at it the right way.
-Whilst exploring your own artistic world, you are free to work to a level of quality that you alone are happy with. In the game industry, you must make works that other people, namely your art director, are happy with. If you are the art director, you must make stuff your producer is happy with. And so on, and so on. You must be able to accept criticism even if you are in total disagreement with the critic's opinion.
-In your own artistic world, you needn't restrict yourself to a schedule... that would be a hindrence to your creativity, right? In the game industry we have schedules. And we know they will change.
I can add to this list but will stop here.
So just realize that you're doing a job and that other people are counting on you to perform. What you make is part of a puzzle, a product... the game.
All of these statements are balanced by the one great motivator: Money. Game artists can make a lot of money, but it is competitive.
So don't confuse the side of art that helps people cope with loss, the side that is a window to your emotions, the side that you do for yourself, with what is in the end a product.
