Wednesday, November 9, 2011

Reflection of Reflections.

Pictures to be posted later!


This project was interesting for several reasons. I think that most of the time in art classes, there is an expectation to be working under loose guidelines, mostly given free reign as far as how a project plays out. We are given an abstract idea and asked to make it concrete or to further the abstraction but add some sort of visual elements. As was stated in the prompt for this piece of writing, this project was utilitarian. We were working under strict guidelines and expectations from a team of programmers who had little to no experience with art or the process behind providing them with figures and pieces for their game. However, they were extremely respectful of Elizabeth and I, allowing us to give them input and suggest things. In a way, this may have worked against us, as I think some of the suggestions that we made prompted them to think of other elements that they wanted us to make.
I think that working within a team is always an interesting experience. I know that oftentimes, it puts a lot more stress on the group and that sometimes the lines of communication close, but I feel that, at least in this instance, it worked well. We did not run into any large problems. They did give us a number of elements to make very close to our deadlines, but at least they remained open to dialogue throughout the entire process and supportive of the time and feedback we needed to continue. I greatly enjoyed working with our computer science group. While I think that they gave us a little too much to do right before our deadlines, I found that they were entertaining to talk to, delightful to receive feedback from and very supportive in how they gave suggestions and vice versa.
Obviously, there were a number of personal complications that arose throughout this process. With the mold move out and missing the mid-project review of progress, I was set back mildly. I would choose to change this about the experience. However, even with those minor complications, I felt that this was a great learning experience and opportunity. I think that it would be interesting to all work in one area – both the programmers and the designers, so that there was a constant dialogue. I think, had we interacted more throughout the process, or perhaps outside of it, that we could have developed a closer relationship (not that it was not close, as is) and perhaps received more feedback and felt more able to voice our entire opinion. Not many people are willing to speak up to people that they do not know very well and ask for something to be done differently or better. On the programmers’ side, Kate was the most outspoken, but I think that oftentimes she felt limited by her group mates’ quietness.
On a smaller scale, splitting this project into pieces was necessary because of the volume or work but working with another artist was interesting. I think that at the beginning of the project, when we really weren’t sure what sprites were (and were daunted by the list of them that we received) we divided up the work based on the number of things we needed to make. However, since the sprites only needed to move one or two body parts and their motion was not complex, I think that the amount of work needed for the sprites turned out to be much less than we expected. On a few occasions she was able to give me some feedback on my drawings that was helpful – especially since it is one of her specialties and a weakness of mine.
It is interesting to think about this process and experience in relation to the “real” world. Obviously, the challenges and rewards of such a process will differ with each situation, but I found it exciting to work outside of the box. I was interesting working within an art group and then that group collaborating with another group. Out of Elizabeth and I, I was the most connected to the computer science students. Ariel (one of compsci peeps) and I ended up forming a sort of friendship by the end of this process. She was often the only person out of their group who could meet and so, she and I met up a few times one on one to discuss progress and different stylistic choices. I would then bring this feedback back to Elizabeth and the two of us would collaborate.
There was a lot of collaboration on this project, throughout the entire process. I think this is what made it so interesting to think about. While working in a group tends to slow down the process, and may involve a lot of backtracking, it is more intense in some ways. We were all bouncing ideas off of each other the entire time. I cannot imagine what sort of dynamic a large team of programmers and artists would have. Would they work closely as one big group? Would they have a head for each section that would meet, make decisions and dictate those decisions to the various groups? Has there ever been a game developed by artists? In this instance, the programmers came to us with a plot and characters and an idea in mind and we had to conform to what they wanted. I wonder how it would be the other way around. What if the artists developed a concept and story and then went to programmers and requested that they make it? I think that it may change the process entirely and I really wonder what impact it would have on the artists’ creativity. They would have no stylistic limits anymore, except for those they placed on themselves.
That being said, maybe it would be a different and new way to approach the project next year. I do not know whether programmers are always in charge, but it would be interesting to rearrange it so that it was the other way around and the designers also played a part in the structuring and storyline of the actual game. I think that this would also help the designers feel more a part of the game and might work in keeping the entire group accountable.
Overall, I think that this was a valuable experience. I know that at the beginning there was a lot of stress and questioning, but I feel that on most accounts, that sprung from an uneasiness of being presented with something new and unexpected. Once we settled into the level of production that was needed, we were able to reach a sort of rhythm. Starting is always the hardest part, particularly if you are unfamiliar with a concept. I know that I personally had to do a lot of research on videogames and elements, etc. as I was unfamiliar with what was really expected of me. And I think that as the process continued, we each grew to understand and accept our programmers. By the end of this process, I feel that people felt that they had done the best that they could with particular relation to the communicative and artistic efforts. All in all, an interesting growing and learning experience that certainly shed some light on what realistic career-like environment might be like. Very cool!
















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