4.1 - Collaborative Work And Approaching Client Briefs
Up until now we've mostly discussed concept art in the context of personal work - we've not really looked at external input from colleagues, clients and leads, and a lot of our discussions have been more about personal work. Now that we've built up an understanding of the process of researching, designing and presenting concepts though, I'd like to take a step back and try to think about the role of concept art in its proper, collaborative context. Of course, when working on your portfolio, you'll be working towards your own briefs and coming up with your own ideas, but this isn't going to be the case in a professional setting.
The Concept Artist as a Collaborator
As can be said for many professional roles, both in this industry and others, a concept artist is first and foremost, one part of a greater team. This means that a concept artist must be able to communicate well with others, which entails both taking on board what others are saying, and conveying their own thoughts successfully to others, whether that be verbally, or through their drawings. On that first point, it's important to remember that when starting out you aren't going to instantly be the 'rockstar' of a team, so having an ego just isn't going to do you any good, either in terms of making friends, or developing your skill. As a concept artist, you should expect to regularly receive feedback and constructive criticism, and look to respond to this by implementing the suggestions of your peers going forward. If your art director or lead is telling you something to change, chances are it's because they know better. Likewise, if a client wants you to change something, it's because that's what they are looking for, and that's what ultimately counts. I guess what I'm trying to say is, remember that you aren't a one man army, you're a member of a team - and don't lose sight of that.
Receiving Briefs
According to professionals currently working in the industry, 'blue sky' periods where they are allowed complete freedom with their creativity account for only a small part of the production cycles they have experienced, with most of their work coming in as briefs, which of course vary in strictness. These briefs can come in various forms, whether that be a writing/design document or mood board with accompanying notes, but the outcome is the same: The artist is provided a direction, and must try to explore possibilities within that direction to find a solution that satisfies the client or lead.
So how should we try to tackle client briefs? Well to answer this question, we're going to be looking at a new practical project today, which I have been working on in collaboration with a friend that specialises in 3D environment art. Elliot approached me with an idea of creating a Far Eastern-style temple environment featuring frog iconography, asking if I would be interested in providing concepts for him to work from. I was interested in both the concept and working with him, so we decided to make a collaborative project out of it. Since he had brought the idea forward, I decided I would treat it as though I was working for a client, for the purpose of demonstrating the approach in this post. My goal for today is to show how beneficial it can be to work closely with your clients/colleagues throughout your concept process, so that you remain on track and achieve a strong result through good communication.
Approaching A Client Brief
So let's get started by taking a look at Elliot's brief. He sent over a selection of mood imagery that he had gathered, along with a written summary of his idea, all of which I have compiled into a mood board here:
Altogether, the brief gave me a decent idea of what Elliot, our 'client', was looking for. However, the most important thing when working with others is to communicate and ensure that you are all on the same wavelength, so we also had a chat to figure out a direction, based on the briefed content. As a result of this discussion, we decided we'd begin our project by designing a central frog statue/altar for the temple, which would serve as a focal point for the environment. Remembering what we spoke about in a previous post, designing with focal points in mind can be useful for anchoring the rest of your work, which is why we agreed to begin here. The collaborative design process for this statue will be our focus for today, and in the next post we'll be looking at both the final concept and finished model.Room For Experimentation Within A Brief?
Following our chat I decided to get started by gathering some more references exploring possible ideas for the frog statue:
We've already discussed the process of research/reference gathering on this blog, but today I want to approach the subject more from the angle of collaboration. When you have received a brief and are about to start working on it, it's important to remember that your job should be to stick to it, rather than go off in a completely different direction of your choosing. However, there is a middle ground by which you can stick to a brief, while also providing options for the idea to be taken elsewhere, should the client like what they see. This is where a method used by Rob Brown, a concept artist currently working at Riot Games, comes in. When working for clients, he recommends using a -1, 0, +1 system. What this means is that for any explorational work you do (referencing, composition thumbnails, other sketches), you can organise the content into three categories:- -1 corresponds to anything that follows the brief closely and doesn't do anything crazy.
- 0 pushes the boat out a bit, introducing some new ideas, while still responding to the brief relatively closely
- +1 is reserved for ideas that experiment by pushing the boat out quite far from the original plan
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