Introducción
¿Qué aprenderemos en este curso?
El Rol del Director de Arte
Relación entre Director, Productor y Director de Arte
Rol y responsabilidades del Director de Arte
Artistas de producción
Básicos de Dirección de Arte
Tema y Estilo
Lenguaje y umbral visual
Entendiendo al Target
Personajes y escenarios
Focal point y props
Etapas de producción
Comprendiendo las etapas de producción de un juego (Indie a Triple A)
Metodologías y proceso creativo
Guía estilística, brief creativo y moodboards
Key beats, sell sheets, concept art, sequence y splash art
Dirección de un equipo
Tipos de Líderes
Cómo delegar en un equipo
Feedback en el proceso iterativo
Tips generales de management
Conclusión del curso
¡Ahora cuentas con lo necesario para ser un gran Director de Arte!
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Video game development is not only a matter of artistic inspiration; it also involves meticulous planning and creative execution. Employing creative methodologies and processes is crucial to avoid setbacks and maximize efficiency. With sharp edges of passion in the industry, guiding this emotion into an effective pipeline offers clarity and direction to creative efforts. Let's dive into how to do this effectively.
Brainstorming, or brainstorming, is a frequently taught but little understood technique. Originally designed by Alex F. Osborn, it focuses on generating ideas through a creative group. But it takes more than just bringing people together; it involves a structure that:
Pixar's Ed Catmull suggests avoiding labels that intimidate participation. Asking "how?" helps to analyze crazy ideas, looking at their feasibility and possibilities.
Scamper is an acronym method that refines ideas and allows arriving at creative solutions:
The creative process is an emotional roller coaster. When starting out, enthusiasm is high, thinking, "This is great!". But over time, the challenge arises, leading to doubt: "Is this really that good?". However, perseverance and reflection offer a moment of clarity, "It could work." Eventually, the original magic is rediscovered, leading to the satisfaction, "This is great again!".
The key is to maintain a balance between creativity and reasonableness, remembering that in the end we are all human. Overcoming these personal and team curves is a constant challenge, but with the right methodology, it is possible to meet the creative challenges of the industry. Keep going and take care of your team! Innovation can start with you.
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SCRAMPER
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