The Fridge Is Dead. Long Live The Fridge.

Wow, busy weekend!  Our fridge stopped working Friday morning, so by Sunday afternoon the Apartment Repair Guy had provided us with a bright shiny new fridge.  It is bigger and better than the old fridge in every way.  I also bought a drop spindle and some roving and taught myself to spin my own yarn, then we spent about an hour waiting in line at Jo-Ann’s so Chris could get the fabric for his Hallowe’en costume (curse you, quilters, and your fifteen bolts of fabric needing to be cut) and to top everything off we spent a good chunk of Sunday afternoon/evening putting insulating plastic wrap on the windows in the living and dining rooms, to try and keep this place less of a draft-trap.

But mostly I’m excited about the new fridge.

Anyway, a few days ago commenter Chandler asked a couple of questions:

how much time would you say is spent testing the games you’re working on compared to actually working on modeling and stuff for them? What kinds of things do you look for specifically as a graphic designer when testing?

I’d also maybe like to hear more about the outsourcing of modeling you mentioned… how severe is it, and how do you feel about it?

How much time I end up testing really depends on how far along in the project we are.  If we’re still in full production, I don’t test really at all because I’m busy creating assets.  In the early stages, there’s not much point in playtesting because there are no completed levels.  The later it gets into production, the more levels there are to test and the more we’ll end up playtesting them.  Since the art tasks tend to be finished before the design tasks, it naturally falls to the art team to pick up more playtesting as the project progresses.

When I playtest, I’m actually not looking for things from an artist’s perspective!  I’m checking to make sure the game works.  We playtest to ensure the levels can be completed and that there are no major bugs that are either reeeaaally noticeable or stop the player from proceeding.  I’ll see a lot of art issues, of course, but that’s not the point of the playtest.  The point of playtesting is to make sure there are no places where the player gets stuck on collision, trapped in a wall or falls out of the world.

Outsourcing can be an issue, but not always.  The thing about outsourcing is that it can be really helpful in dynamically scaling your art team size.  You don’t usually save money on a per-asset basis, but you can essentially hire 30 extra artists for a month to crank out a bunch of stuff for your project, and then not have to find the money to keep those 30 extra artists around for several years.  Outsourcing is really only useful for characters and non-essential props for the most part.  If you try and outsource things like a wall system or a catwalk system you’ll end up wasting loads and loads of time getting the outsourcing team to tweak those assets to your specifications.  It’s much more efficient to keep important assets like that inside the company, where the turnaround time is 15 minutes.  The further outside the company you go, the longer the turnaround time is.  A 12-hour turnaround time for revisions really adds up if an asset needs more than one tweak!

The other thing about outsourcing is it needn’t be outside the country.  There are outsourcing firms in the US.  We sometimes work with a Seattle outsourcing company.  Outsourcing companies can be a great way for artists to get experience, too!  You might not get a job with a game studio, but working as a 3-d artist at an outsourcing company will get you into the industry.  I personally don’t feel threatened by outsourcing, because a studio is always going to need some in-house artists to ensure quality and quick turn-around.

Thanks for the questions, Chandler!

One Response to The Fridge Is Dead. Long Live The Fridge.

  1. Chandler says:

    Thanks for the answers, Aimie! Very informative and interesting. =)
    I love absorbing all the information about the industry, so this blog is super-swell.

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