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Normalizing Iteration Throughout the Game Production Pipeline
In the world of game development, iteration is inevitable. From conception to launch, each phase presents opportunities to refine and enhance a game’s design – but excessive iteration risks lowering team morale, endless delays, and even game cancellations.
Adapted from his recent talk at IGDC 2023 below, we draw on the insights of our Global Art Director at PTW and 1518 Studios, Arturo Pulecio, and his 2 decades’ worth of experience in game art production to illuminate best practices for normalizing iteration throughout the production pipeline, helping to avoid excessive rework and crunch, and reframing iteration so that it isn’t seen as a threat for artists, but rather as a cornerstone of progress.
There is a natural tension between projects needing iteration to improve over time, and teams needing commitment. But how do we reconcile the designer’s need for flexibility with the artist’s need for stability to finalize content, without feeling their efforts are wasted due to constant pivot?
Both perspectives are valid at different production phases, and iteration can certainly be both a risk and a benefit. With proper planning and open communication, teams can feel aligned and allow for this iteration to take place comfortably.
Arturo maps out the typical phases of game production. Looking at the entire pipeline in a holistic way, including the changes in direction that can come about in each phase, can allow teams to better plan for when iteration might arise down the line and how to deal with it.
Each phase’s natural iteration points can pose risks of significant art rework. Product strategy and vision updates can happen throughout, and each landmark “achievement” is fragile: any later changes can have cascading effects to the work done during the earlier phases.
For instance, a game could start off being developed as a platformer with an edgy vibe, targeted toward mature audiences. But as the project progresses, deals and conversations happen with lawyers, investors, and publishers – suddenly, the game needs to be re-done in a way to make it more kid-friendly. That means the art style needs to be re-done, and the combat needs to be toned down or entirely re-thought. The in-game VFX must also be changed now that the game will be launched in countries where blood can’t be shown.
This is just one example that illustrates the many elements that need to be discussed when changes happen to a game, showing how any iteration can be both risky and beneficial to the health of a project.
Not all iteration is created equal. It can be helpful to classify changes into 2 sub-types: constructive (healthy) iteration that builds on previous work, and destructive (unhealthy) iteration that invalidates past efforts, such as in the previous “mature platformer” example.
While re-dos are a natural part of game development, unhealthy pivots resulting from poor planning and communication can lead to artists feeling resentment about their work “going to waste.”
Arturo gives another example of an art team who has completed a batch of beautiful characters for the first milestone of the game. Now the team is at milestone #2, and the higher-ups feel like they’ve been looking at the characters for too long. They don’t feel new and fresh anymore, so they decide: “Let’s do them again, but slightly different!”
The decision feels corrective, but it’s really destructive – and it’s very common to see in the game industry. The artists are left feeling puzzled: Why is this batch of characters from the first milestone – considered the pinnacle of artistry 3 months ago – now considered old and undesirable?
Part of the art director's imperative is to approach momentary whims with caution, and keep in check the game team’s hubris of chasing after the next new and shiny thing. Overall, teams shouldn’t be made to feel like they failed by succeeding.
Arturo outlines some of the most common pivot points that can trigger art changes to a game:
There are also numerous corporate-related decisions that can happen outside the daily game production challenges, which can alter a game’s trajectory:
With any big decisions that result in change, lack of context on the rationale for the change can breed discontent among teams. That’s why good communication and planning is key during every phase of game production. Sharing the “why” when communicating the change, whenever possible, can help mitigate distress felt among the team.
Arturo advocates for open communication, involving artists in decisions, and acknowledging artists’ efforts, with a goal of getting everyone on the same page about normalizing iteration. Frame changes as ideas “maturing”, rather than ideas failing. Segment the must-haves from the nice-to-haves when scoping out the game.
While iteration is inevitable throughout game development, mitigating unhealthy changes is key to ensuring internal and external success for a game and its artists. It takes cohesive team dynamics to normalize iteration, to view ideas as maturing over time – and to become a team that feels like it’s building upon past work together. Plan that there will be re-dos, and normalize feedback loops across departments for culture and effort scoping.
The onus falls on the game’s directors to foster a collaborative environment where iteration drives innovation without causing undue stress or resentment – which, as we see, can be achieved through open communication with artists every step of the way, careful decision-making, and focusing on acknowledging and respecting artists' efforts.
This article is part one of a series. Find part two here.
1518 Studios, part of the PTW family of brands, is a leading art services provider supporting game developers at every stage of their production pipeline. Contact us to learn how we can help bring your story to the world.