Friday, August 30, 2013

Interview Time: Andrew Fischer



Andy's not sure about what he's getting into here...
Greetings, readers! Today I'm very pleased to welcome Andrew Fischer to Rogue Warden. Andrew (or "Fish," as we called him) was a part of my RPG team at Fantasy Flight Games, and I considered him then and now as a bright, energetic, and talented game designer. It was a pleasure to work together with Andrew on some great RPG books for FFG, and he's now doing some really interesting things in the industry. For example, Andrew is featured on a panel at PAX Prime this year called "From Tabletop to Digital: Crafting Stronger Interactive Narratives."

Andrew started out at FFG working on the Deathwatch line, but I would say he's most well-known for designing Only War and Star Wars: Edge of the Empire. Andy is one of what I consider a small group of younger designers that have studied game design at a universities and have a unique perspective on the relatively venerable RPG industry. If you get a chance, definitely seek Andrew out at any of his convention appearances (such as PAX or Gen Con) and ask him about his philosophies on professionalism, systems design, and narrative.

Now that he's been introduced, let's dive into the interview! As usual, all my questions are in red text.

RW: Can you tell me a little about yourself as a gamer and as a game industry professional?

AF: Yeah! I am relatively new to the RPG industry, but I have been a gamer all my life. I am known among my friends as the guy who will play anything. I have a bookshelf overflowing with RPGs, a closet full of board games, multiple miniatures armies, countless decks of cards from different games, a gaming PC I built, and every video game console. My desire has always been to get a perspective on the design of games from every angle and approach. Each type of game can teach you something different about design, and I think that is important.

As a professional, I have been working at Fantasy Flight Games for just over three years. There I have worked on several tabletop RPG lines for both the Warhammer 40K and Star Wars licences. In my spare time, I am working on several indie games for PC and mobile platforms using the Unity game engine (although at this point that is more of a hobby).

RW: How did you get your start in the RPG industry?

AF: Through a lot of hard work and no small amount of luck. I went to college for Computer Science, and then later Game Design. In my design classes I impressed a couple of my professors who had connections with Fantasy Flight. Through their recommendations I got a volunteer position as a playtesting coordinator. There, I impressed a couple FFG developers with my ability to manage teams and provide clear, concise design feedback. When a position opened up on the RPG team, they recommended me.

The Imperial Guard has never looked so good!
(Editor's note: Andy's talking about me, here; I'm very proud to have been part of the decision to hire Andy into the RPG department at Fantasy Flight Games.)

RW: What is something great about working in the RPG industry?

AF: There are many great things about working in this industry. If I had to choose one, I would say it's the people. I get to collaborate every day with intelligent, creative people who challenge me and help me achieve things I may never have been able to on my own. When I go to the office, I get to work with people who are incredibly passionate about the same things I am, and are committed to working with me to make the best games possible. That is awesome.

RW: What is something really bad about working in the RPG industry?

AF: It is a very competitive industry. To meet deadlines and produce quality projects requires a ton of hard work and long hours. I often run myself ragged getting my project where I want it to be before it heads off to printing. On top of that, it can be a very difficult industry to make a comfortable living in.

RW: How has your perception of working professionally in the RPG industry changed over the last 5 years?

AF: Well, I am pretty new to the industry, so 5 years ago I was on the outside looking in. I would say the biggest difference to me being on the inside now would be my perception of fan feedback vs sales. What I mean by this is that there can often be a huge difference between the internet's perception of a product, and its actual success. The vocal minority on the internet can often be seen as the voice of the overall fanbase, either loving or hating certain games. Meanwhile, the actual sales and player numbers can paint a very different picture, with products the vocal few loved selling poorly, and products they hated selling well. This isn't always the case, but it is very interesting to see the disparities that sometimes come up.

RW: You’ve been in charge of your own projects before… how would you do things differently now as opposed to the first couple of projects you were in charge of?

This game was a bold step into the RPG legacy of Star Wars.
AF: I do things differently on basically every project. Each project I do teaches me something I didn't know before, and I evolve me process using this knowledge. There are countless things I have learned and changed from my first projects, but the biggest would probably be scheduling. Whenever I am scheduling out a task, I take the amount of time that task should take, and add %50. This is because nothing ever goes perfectly, and you have to integrate that into your plan. You have to be prepared for the bumps in the road so that when they come (and they will) they don't adversely affect your project.

RW: What do you believe is the most important aspect of professionalism in the RPG industry from the viewpoint of the freelancer? What about from the viewpoint of a publisher?

AF: There are a lot of similarities between the ways freelancers and publishers should behave in regards to professionalism. Both should be punctual on everything including assignments, contracts, payments, and whatever else is involved in their work. Additionally, both should also be communicative - immediately and clearly communicating setbacks, changes, issues, or questions they have for the other party.

For freelancers specifically, a very important aspect of working professionally is sticking to the assignment's instructions. Your employer is paying you to render specific service. This isn't a time to get creative and go off the rails (unless you're being asked to!). This is a time for following instructions to a tee and delivering exactly what was asked for.

For publishers specifically, it is very important to give immediate and clear feedback to your freelancers. They need to know what is good about their work and what needs improvement. If you do not communicate what you want from them or how you want them to change their work, they will not deliver. They can't read your mind!

RW: If you could change one thing about the RPG industry, what would it be?

AF: I feel like this is probably a pretty common answer to this, but: bringing more people into the community! I think the more we can do to make RPGs approachable and appealing to the general public, the better. This is a great hobby with fantastic storytelling and entertainment potential, we just need more people to share it with.

RW: How do you engage with the fans of your work?

AF: Well, that is harder when you are part of a larger company like Fantasy Flight Games, we have an entire department dedicated to interfacing with the community after all! But, despite that, I do what I can. Primarily I answer e-mails about the game lines, attend company events such as Star Wars XP, play games at local games stores, and go to industry trade shows. In fact, I will be or already have (depending on when you post this) participated in a panel at PAX Prime this year that I put together on Interactive Narrative.

RW: What do you feel is your greatest accomplishment as an RPG professional?

AF: This is a tricky one for me right now. I am currently working on two very big projects: Age of Rebellion and Dark Heresy 2nd Edition. But I won't list either of those games as my "greatest accomplishments" yet since I am still hard at work on them. Instead, I would have to say my biggest *finished* accomplishment at this point in my career is Only War. Only War is the Warhammer 40,000 RPG in which the players take on the roles of members of the Imperial Guard. I worked long hours designing this game, and I am very proud of the free-form advancement system that allows characters to grow in unique ways, the comrades system that give players another dimension to their character in combat, and the integrated vehicle rules that really up the stakes of the conflict.

RW: What do you feel is your greatest setback as an RPG professional?

AF: Haha, that is a tricky question to answer. Not just in identifying my own failures, but in what I can and should (or shouldn't) talk about. I am lucky enough to have had a pretty great career up until this point. I have constantly had the feeling of moving forward, and haven't had too many major setbacks. I think one of the hardest things when working for a large company is conflicts of vision. When working alongside many other creative professionals you are inevitably going to clash on some issues along the way. Usually you can work these things out, but sometimes you are going to disagree with the direction chosen. It is important to not only accept the decision, but embrace it, and that can be a challenge at times.
This is Fish's newest game -- a Star Wars milestone!

RW: How do you reconcile working on a game that, on the one hand, requires a set of rules… but on the other hand, encourages GMs and players to break the rules or come up with their own?

AF: I think creating a system that is fun and easy to deconstruct and houserule can often be just as important as any other aspect of the design. The easiest way to approach this from a systems perspective is to compartmentalize the design. This can be accomplished in a few different ways, but in general it means having the system broken into a series of distinct sub-systems that may not critically hinge on one-another. This way, the group can remove or replace certain sub-systems with their own creations without seriously disturbing the flow and balance of the rest of the system.

In the end, the most important thing is making a system that is fun and balanced on its own. It is the GMs' and players' prerogative to to deconstruct any system you hand them, but it doesn't need to be designed specifically for that purpose. That being said, it is always fun to create something that encourages that and see what awesome things people create.

RW: If you were a fantasy adventurer, you’d be a…?

AF: A twitchy half-elf mage, constantly analyzing the situation from the back of the group as I experiment with spell components... sometimes with dangerous side effects.

...although looking over my shoulder while I'm writing this, my wife says I would be a human Paladin, inspiring and coordinating the party as we delve into our next adventure.

It is interesting to see how you see yourself vs how other people see you.

RW: What’s your favorite RPG (that you have not worked on)?

AF: "Favorite" can have so many different meanings. In another interview I did I answered this question with: I'd be lying if I didn't say Dungeons and Dragons. That game (across multiple editions) not only defined a lot of my sensibilities, but the industry as a whole. I have played countless hours of D&D, and I love that game to death.

Now, for another approach to "favorite," I have a different answer when it comes to the games I respect the most for their new, creative approach to the genre and innovative design ideas. Of those I have many, but the one I have been having the most fun with lately is less of a traditional RPG, and more of a storytelling game: Fiasco. It has just enough of a system to put quirky and creative ideas in the heads of all the players and launch the session into a disastrous misadventure befitting the name of the game.

RW: What do you look for… and what is a red flag… for a random freelancer submission?

AF: What do I look for from a totally random submission? Professionalism.

I know that is a reeeeally broad answer, so let me specify. First off, have a cover letter and a resume. When you submit for a freelance position, you are submitting for a job, so take it seriously. Part of this is also having a clear, concise, and well-formatted e-mail. Two uncapitalized sentences with no introduction or information is not sufficient or appropriate.

Second, make sure your writing sample is appropriate for the publisher you are submitting it to. If you are approaching an RPG company, rules and omniscient explanatory text would likely be the most appropriate. If you are approaching a novel publisher, then some fiction would likely be the best choice. Do your research, and know who you are submitting your work to.

RW: If you could pick up the dice and play an RPG right this very instant, you’d play…?

AF: Probably Monte Cook's new game: Numenera. I got my Kickstarter PDF and read most of it over GenCon. It's got this nice mix of modern, abstract, narrative mechanics and old-school RPG sensibilities that I think will create an interesting experience. It is also set in a killer, original setting that hits a lot of my favorite thematic elements in a world. I have been itching to give it a try, but with all my projects lately and multiple work playtest groups, I haven't managed to get together my casual group of roleplayers in a while.

RW: What is special about your approach to designing roleplaying games?

AF: Well, I think everyone has their own, unique approach to design. The one thing I have noticed about my methods that is a bit unique, is my attention to detail, especially when it comes to numbers. I think this probably stems from my computer science background. When we are designing a lot of the top-level mechanics in a game system, I've noticed that many people I have worked with tend to go with their gut, designing what "feels" right to them. I on the other hand, tend to try to break down the statistics and probabilities of each new mechanic and analyse how it balances and synergizes with the other elements of the system.

This is not to say that there is one "right" or "wrong" way to do things. I have seen amazing results from all sorts of different approaches. I have just noticed that the approach I take to this part of design is a bit more unique from the approaches I am used to seeing.

RW: What is your process for working through a system design in an RPG or a miniature game?

Fish runs some new victims, er, players, through an Only War adventure.
AF: For an RPG, the first things I usually define are the basic building blocks of a character, and how those are used to resolve tasks in an interesting way (the "core mechanic"). This mechanic is the engine that drives the game, and once this is defined, everything else is built around it. Once I have the core mechanic, I start looking at how that is used to perform all of the specific tasks that need to be accomplished while playing through the experience of the specific setting I'm working with. As these systems are added on, I watch out for two primary things in the way these new systems interact with the core mechanic and each other: parallelism and emergent behavior.

Parallelism refers to any ways in which the multiple subsystems of the game can behave in the same way or follow the same rules. If a lot of your system uses similar mechanics and behaviors, it becomes much easier for new users to learn, and much more intuitive to for experience users to think about and optimize.

The second thing - emergent behavior - is when two parts of a system interact in such a way that it creates new, complex behaviors that weren't explicitly written into the rules. Emergent behavior can give your system depth and complexity while keeping the ruleset people need to learn simple.

There are many other techniques and methods I use as I fill out the "meat" of the system, from running prototype playtests to creating decision-mapping spreadsheets. But the first step of defining the core mechanic and building the heart of the system around it, that is the most important part of creating a new system. Those mechanics are going to act as the foundation of the rest of the design, and so they deserve the most attention and work. If they work well, it will make the rest of the system that much easier to design.

Monday, August 26, 2013

Lessons from Gen Con 2013

Greetings, readers! Last week was Gen Con in Indianapolis, and I was very happy to be there for all five days. Yeah, Gen Con is basically the best FIVE days in gaming in 2013, especially with the fine folks at the Kentucky Fried Gamers guild running all kinds of games on Wednesday at the back room of the Ram.

Add another day there!


In fact, I learned a few things this year at Gen Con that I wanted to share with you all:

Wednesday games are great.


As mentioned previously, the KFG runs games at the Ram the day before the convention actually starts. These guys are great! I was privileged to run a game of Star Wars: Edge of the Empire (thanks to Teras at Geek Nation Tours!) with the KFG crew this year, and it was fantastic! Shout out to all my players—you guys made the game super fun.

Hotel Notes.


The Westin has the best bathrooms at the convention—always clean, never crowded. The Westin also has a well-hidden anime artist’s alley upstairs, if that’s your thing, and plenty of great events hosted in the very nice conference rooms. If I run a seminar, I always secretly hope it’s in the Westin.

The dealer's room, slayer of schedules!
The Marriot (NOT the JW Marriot, the Marriot right across the street from the convention center) still is one of the best places to meet for breakfast. The buffet is a bit pricey (about 16$), but excellent in quality, and the room is quiet enough—unlike many other spots for breakfast in the area—to have a breakfast meeting or chat with friends.

The Embassy Suites are, IMHO, the height of luxury for Gen Con. The rooms are amazing, especially to bring people over to talk! There’s a free breakfast and bar as well, so I hear.

Better Meetings.


Unlike last year, Gen Con 2013 was a good year for meetings. Nearly every time I went to meet with someone in the gaming industry, things were completely professional and frank. I was very impressed with the people I spoke to this year from the gaming industry, and it really helped wash away the bad impressions I got in 2012.

Seminars and Workshops.


This year, I was part of three seminars on Professionalism in the Gaming Industry, How to RPG Freelance!, and Working with a Licensed Property. We had a pretty good turnout, especially considering some of the timeslots (Friday morning, for example!), and it was a pleasure to talk to so many excited gamers. I’m looking forward to doing more next year, or possibly turning some of these into workshops.

Accursed at Gen Con!


You can never have enough dice.
Thanks to my fellow scribes John Dunn and Jason Marker, we had some awesome Accursed t-shirts to wear around the show, plus tons of business cards and even a 16-page preview of the book (a work-in-progress). These things were all extremely well-received, and we left the convention with a huge confidence boost going into our Kickstarter launch later in September of this year.

Play More Games!


It was absolutely awesome to see FFG running demos of their RPGs this year. I sincerely wish that I had more time to get in some more games during the show, but I was so busy running around to meetings, checking out the dealer’s hall, and attending seminars that I missed out! Next year, I plan to make time for doing more games at the show, for certain.

That’s all for this week, folks, but be on the lookout for at least one more Gen Con-related post very soon as I dive into something that’s very important to me—a hard look at this year’s ENnie award nominations.

Monday, August 12, 2013

Gen Con, Schedules, and Future Plans

Greetings, readers! It's been a busy time here at the Rogue Warden fortress-monastery, and it's a good time for a quick update as Gen Con 2013 approaches this week.

One of my favorite things about Gen Con is getting a chance to talk to fans and other designers. If anyone wants to catch up with me and chat during the show, here's my schedule of where I'll be.


My Gen Con Schedule


Thursday


11 AM: Professionalism in the Gaming Industry Seminar
Location: Crowne Plaza : Hay Market B
I'll be on this panel with John Dunn and Jason Marker, talking about one of my favorite subjects!


Friday


9 AM: Working with a Licensed Product Seminar
Location: Crowne Plaza : Grand Central Bllrm D
Another seminar with John and Jason, this time talking about how to work on licensed IPs like Star Wars and Warhammer 40K.

2 PM: How to RPG Freelance! Seminar
Location: Crowne Plaza : Grand Central Bllrm D
This is my third seminar alongside John and Jason, wherein we tell you all about how to become a freelancer in the RPG industry--all the ups, downs, and sideways of such a profession.

Saturday


1 PM: Primeval Thule Seminar
Location: Westin : Grand Blrm III
I'm helping write up an official adventure for this setting so I'm going to make sure and cheer on the Sasquatch crew!

5 PM: Pinnacle Seminar
Location: Crowne Plaza : Victoria Stn C/D
My new project, the Accursed RPG setting, is for the Savage Worlds system--so I'm definitely going to make an appearance here to get in touch with the Savage Worlds community.



I've got various time open during Saturday and Sunday, so if you want to make some plans, let me know!


Gen Con Advice for Gaming Professionals

Here's a few thoughts from me on how you can improve your Gen Con experience if you are attending as a gaming professional--whether that be as an artist, a writer, an editor, developer, publisher, or anything else!

1. Gen Con is the Superbowl of RPGs

This is a true statement--Gen Con is where the best and brightest of RPGs are displayed. Having a presence at Gen Con, no matter how small, can be very important to any RPG product.

In addition, the profile of Gen Con means that professionals need to be on their absolute best behavior--the industry is a small one and word of any inappropriate or ill-chosen attitudes gets around fast.


2. Business Cards

Have some made. Bring them. Remember to pass them around when you are networking. Make sure the business cards mention your name, your contact info, and what you do.

3. Organize Meetings Ahead of Time


Gen Con can be a crazy place for five days--events can get cancelled or moved around, people can get lost, and any number of other issues can arise. It's best to try and set up a specific place and time for any meetings ahead of time. Don't fall prey to the easy answer of "We'll just catch up at the booth!"

4. Communication is Good!


Because of the noise and distractions, cell phone calls during Gen Con can be problematic. Instead, I recommend using text messages to keep in touch. There's a free app for iphones and android called WhatsApp that allows for free texting.

Lastly, don't forget to wear comfy shoes! You'll likely be doing a lot of walking.


Future Plans: Accursed

So the big new thing I'm working on now is an RPG setting for Savage Worlds called Accursed.
Accursed is a dark fantasy world that is best described as "Hellboy meets Ravenloft," and we've already got an ongoing blog site and a Facebook page set up for it.

Look for more news about Accursed in September! It's going to be big, it's going to be different from anything you've seen before, and it's going to be something I've poured my heart and soul into--in short, it's going to be awesome.

Monday, July 22, 2013

Professionalism in Gaming: Art Direction



Greetings readers! This week, I’d like to take some time to talk to you about how to direct artwork and artists in the RPG industry. I first started working as an art director when I joined Fantasy Flight Games full-time in 2008 as the Senior RPG Developer for the Warhammer 40,000 Roleplay line. Since then, I’ve done art direction for a number of additional projects, including Dust Warfare, the cancelled MMO Dark Millennium Online, Darksiders II, Shadowrun: Sprawl Gangers, and my (at the time of this writing) newest RPG project, Accursed. I’ve been very privileged to work with talented, professional artists, and I have several such artists as personal friends in many gaming groups I’ve been a part of.

I’d like to share here some of the things I’ve learned during my career with regards to art direction and managing artists—but first, some important caveats. First, the things I’m going to discuss here are in regards only to RPGs (and possibly miniature battle games books), not for any other type of game or use. Second, I don’t have all the answers, nor am I a professional artist in my own right. This is just sharing what I’ve learned in my own experience, so YMMV.

Now, with that out of the way, let’s dive in and talk about RPG art direction!

The Art Description


A very dynamic piece from Wayne Reynolds.
The first step is to identify what art pieces you need for your project. You’re going to want some kind of cover at a minimum, and I would go so far as to say that you need at least one piece of art for every four pages in your layout (that’s two spreads). If you’re publishing a setting, core book, or player’s guide that includes new player character options, my advice is those are highly important to illustrate as well. Bestiaries and NPC books have their own art needs, of course, as do other types of RPG products like adventures.

Once you’ve got your list of art you need (and ideally a budget of what you can actually afford), you need to write some art descriptions so you tell your artists what you want them to produce. And, IMHO, this is actually one of the trickiest parts.

The key, in my experience, is to provide the artist with clarity and balance that with freedom.

When I say “clarity,” I mean that you need to give the artist a solid idea of what you’re looking for him to draw. I’ve seen a lot of people write different art descriptions in my time, and here are some of the most common errors. First, when you’re imagining the image in your mind, remember that there’s only one point of view, one “camera,” and it cannot move. Don’t write an art description with phrases like “we then see the arrow sweeping across the battlefield,” because that only happens in actual videos.

Keep your descriptions short and to the point—don’t get bogged down in unnecessary detail. Lastly, make sure to provide as many references as you can—I like to hit Google image search and insert links (i.e., “The hilt of his sword should look like this reference (providing a link)”). The key here is to never assume the artist knows exactly what you mean without you having to explain it – make sure you’re as clear as possible on the parts of the image that are the most important and it will save you time going through revisions! 

Keep in mind the purpose of the piece: you don’t want the “camera” pulled very far back if the art piece is supposed to showcase a particular character rather than an event. This is also applicable to the size of the illustration in your book – small sized illustrations (for example, quarter-page) are not going to be well-suited to show a huge battle scene. When you’re writing descriptions for specific characters, make sure to note the iconic important bits (hair color, eye color, pointed ears, wings, etc.) so that you have consistency of that character’s look across all the illustrations (and illustrators!).

It is important, however, to make sure that your art description has a good balance for the artist’s creative freedom. What I mean by this is that few artists enjoy being placed in a straightjacket and allowed only to illustrate within very tight restrictions. Artists are artist because they enjoy being creative, after all! My suggestion is to leave some of the details open to the artist’s interpretation. My personal favorites are to give the artist free reign in the pose or expression of a character, or to tell him to “go wild” with the background theme elements. If you make sure to leave the artist some room to be creative with your art description, the artist will appreciate it, and your art piece will be much better in the long run. Ultimately, what you want to give the artist is an inspiration and a vision for the work, not a paint-by-numbers recipe.

Choosing an Artist


I’ve been extremely fortunate to work with companies like FFG with an established stable of artists, and through my work, I’ve gained connections with lots of talented illustrators within the industry. If you need to find new artists or haven’t made a lot of connections yet, my suggestions are these:

  • Use online portfolio sites such as Deviantart to identify certain artists (or to grab some references) you’d like to use on your project
  • Many conventions also have an “artist alley” that you can check out to see several portfolios and different styles – and usually these artists are also looking for work!


When you pick an artist for your work, try and match the artist’s style to the mood and tone of the work you need for your project. For example, if the artist’s portfolio is filled with pictures of superheroes, he might not be the best choice for gothic fantasty, but he’d be an excellent choice for a book about supervillains!

Next, when you contact the artist, check on his availability—some artists are quite in demand and only have small windows that they can do work for your project. Don’t count on getting more than 3-5 pieces from any individual artist. If you need 8 pieces all done by the same artist, you really need to make sure he’s got the time to commit to that.

Review Steps


In any assignment with an artist, you want to build in review steps so you and the artist can communicate about how the work is coming along. It can be heartbreaking on both sides to get to the final stage of an art piece only to find out it can’t be used in the project!

My advice is to schedule two review steps: the first is the initial pencil sketch of the art piece and the second is the colored final. Only when both of these steps have been approved does the artist send in the hi-res final art and receives payment.
The pencil sketch is the most important step with regards to feedback. The art director should carefully scrutinize the pencil sketch and give clear feedback on what, if anything, needs to change.
(As a side note here, my favorite artists that I work with are the ones who actually have a third review step, sending in some thumbnail sketches of the subject in different poses before committing to the fully-detailed sketch, allowing you to find a pose and/or composition you both really like!)

A fantastic example of a pencil sketch next to a color final, by Nikolaus Ingeneri

Keep in mind that the final color image (if you are using color image, final black and white if not) is the absolute last time you can give feedback, and you should strive very hard to keep your revisions very small at this stage. The artist has put a ton of time and effort into that final work, so asking him to completely change the pose, subject, or composition is a huge pain! Ideally, any necessary changes should be very small (i.e., “Please change the gun in his holster to look like the reference I sent you.”).

Revisions and Feedback


Clear feedback should involve any changes to details, the character’s pose, proportions, etc. “The head needs to be about 10% smaller,” is good feedback. “Make it like this, but better,” is not.
Try not to have more than three revisions of the artwork (meaning three revisions TOTAL). Having to do the same art piece over and over is a surefire way to kill an artist’s passion for the work! Your goal as the art director should be to absolutely minimize the number of times the artist has to revise.

If you’ve hit three revisions with an artist on any individual art piece and it still isn’t acceptable, my advice would be that it is better at this point to switch the art assignment with another piece rather than push the artist for “just one more pass.” If you end up with a great artist that no longer wants to do business with you because of too many revisions, that’s a major blow to your project—you’ll have to start all over again with a new artist from scratch.

Growing Artists


Some of the amazing work of Matt Bradbury.
Artists are like any other professional; they improve with practice. If you are clear with your expectations up front and deal professionally with your artists, you’ll find that, most often, they will deal professionally with you in return. Keep an eye out for artists who respond quickly and professionally to your feedback, or artists that go an extra mile (such as the additional sketches for poses I mentioned above). One artist I worked with at FFG was not only very professional, he was always very cheerful and quick with his revisions. Even when he needed to completely re-do an image, he said things like “Oh, I’ll have that for you tomorrow, no problem!” It did not take long for us to move that artist up from doing interior artwork to chapter frontispieces, and from there to cover art.

Typically, the most valuable artwork on your project is going to be the cover art, followed by any major interior work (chapter frontispieces, character portraits for the PC options, etc.). Larger pieces are more expensive than smaller ones, and color is more expensive than black and white. My advice to anyone doing art direction for the first time is to keep track of your artists over time, and reward the artists who turn in quality work on time with bigger and better assignments.

In Conclusion


Art Direction can be a fun role when working on a project, but it can also be exhausting and time-consuming to get all those details right. I hope that by reading this you may discover that writing art descriptions is a lot more involved than it first sounds! Similarly, I hope that if there are any professional RPG artists and art directors out there who read this, please chime in in the comments section below and let me know what you think of my advice here. I’d love to hear from you.