Art Test Tips TwitterBlast!

Hi folks! I’ve been posting a lot on Twitter lately, especially resume, portfolio, and artist tips. I’ve been queueing up a bunch of individual tips and pushing them out in one big two-second barrage of advice, and people have been asking for a more permanent location for them. Well, here you go! I’ll post these here anytime I do that from now on. Here are my tips on understanding and completing art tests:

ARTISTS! Art Test Tip #1: NEVER be afraid to ask questions. It’s expected! However, a) DON’T ask just to seem clever, and b) DO try to ask them all at once.

ARTISTS! Art Test Tip #2: Follow directions precisely. You’d be astonished how often this DOESN’T happen, and it’s completely avoidable.

ARTISTS! Art Test Tip #3: We give directions, but also read between the lines at what isn’t said to add extra polish.

ARTISTS! Art Test Tip #4: Be tidy. It’s as technical as it is artistic. Tidy outliner, clean object and filenaming, organized layer groups in the PSD, etc.

ARTISTS! Art Test Tip #5: Be on time. If you’re going to be late, acknowledge it the *INSTANT* you know you will be late, and politely propose a new date.

ARTISTS! Art Test Tip #6: Log your time and be honest about it.

ARTISTS! Art Test Tip #7: Overdeliver, within reason. “Is there a way to jazz this up a little within my creative, time, and tech constraints?”

ARTISTS! Art Test Tip #8: Unless they say otherwise, assume the art assets are meant for a realtime game. Construct the assets accordingly.

ARTISTS! Art Test Tip #9: When submitting, always send a separate confirmation email. FTP uploads don’t notify, and large email attachments sometimes bounce.

ARTISTS! Art Test Tip #10: Think hard about how you distribute detail with polygons and texture. This says a lot about how you think.

ARTISTS! Art Test Tip #11: Make sure the zipped art test contains ONLY the files needed, not dozens of extra directories or files (.mayaswatches, I’m looking at you).

ARTISTS! Art Test Tip #12: If you’re asked to provide diffuse, normal, and spec maps… don’t randomly just not use them and not explain why.

ARTISTS! Art Test Tip #13: Don’t include files with random names like “SomethingWhatever.tga” or “DammitPleaseWork.jpg” or “OwlsWithDiarrhea.ma”

ARTISTS! Art Test Tip #14: DON’T PUT ART TESTS IN YOUR PORTFOLIO! a) It means you failed the test, and b) I’ve already seen 50 other people do that one, and probably better.

ARTISTS! Art Test Tip #15: Ask your friends to look over your work. Be willing to accept criticism. Don’t make people wonder “did he even look at the reference?”

ARTISTS! Art Test Tip #16: Don’t let your own self-doubt keep you from finishing or submitting. It’s their job to evaluate you, not yours. Stay strong.

Artist tips braindump on my @jonjones Twitter feed!

Hi everybody! Long time no chat. I did a 15-minute-long stream of consciousness braindump of artist advice on my Twitter account (@jonjones) and I’m reposting it here — RAW AND UNCUT!

ARTISTS! Going through a lot of portfolios this week and have a few general RT’able notes and gripes following this tweet. 🙂

ARTISTS! Unless you’re selling your services as a Flash artist, please don’t make your website in Flash. It’s slow and lacks deep linking.

ARTISTS! If you have an embedded reel on your website, please have PlayPauseVolume controls! Especially if it’s not downloadable.

ARTISTS! If you’re on LinkedIn, GOOD. Keep that updated quarterly. But don’t forget your portfolio website link! This happens a lot.

ARTISTS! Portfolios sorted by the projects you worked on are great. This is a recent example that I like: http://www.videogamma.net/

ARTISTS! Keep your skills and software package proficiencies updated in LinkedIn. You can search for that, and it makes you easier to find.

ARTISTS! If you’re trying to add someone you don’t know on LinkedIn, when it asks you how you know them, don’t select “Friend.” It’s tacky.

ARTISTS! Instead of applying for a job through the website, try to find their recruiter or HR manager on LinkedIn. Path less traveled!

ARTISTS! Take advantage of LinkedIn Groups. You can meet cool people and learn. Check your friends’ Groups on their profile and join them.

ARTISTS! If you’re prepping to change jobs and want to stay secret, you can turn off LinkedIn’s profile update notifications first… shh.

ARTISTS! Take advantage of Facebook’s Friends Lists to filter your posts. I put clientsbossesdirectors on a list to limit what they see.

ARTISTS! Take time once a week to check People You May Know in LinkedIn. Better to connect for its own sake than only when you need them.

ARTISTS! When scheduling interview, ask for interviewers’ names. Check LinkedIn, Mobygames, and FB for mutual friends. Make notes. Ask Q’s.

ARTISTS! Keep resumes down to 1 page. If >8yrs in games, 2 is okay. Anything more than 2 is fluff, and is judged.

ARTISTS! Good technical artists and VFX artists are *very* hard to find, and almost always in demand. It’s not a bad specialty to have…

Enjoy. 🙂

Oh, by the way, I recently moved to New York City and I’m an Outsourcing Art Manager at Avalanche Studios. w00t! Oh, while I’ve got everyone’s attention, Avalanche NYC is hiring for several positions. 🙂 Avalanche NYC jobs page. … Tell em Jon Jones sent ya!

How to get answers faster!

One of the most important concepts I’ve learned as an art producermanager is this: If you want to get a specific answer from someone, make your best guess — ANY guess — and invite their feedback on it. It’s 10x faster than asking them to start from nothing, even if your guess is horrible. It’s a starting point *you* create, and it works because it’s easier to critique an existing idea than conceive and commit to a new one.

Predicting layoffs: How to check your studio’s health

Hi all! With the spate of layoffs recently, I’ve been thinking of how to assess a studio’s health so you can predict whether or not doom will come, and when. These are various ways I usually assess a studio’s health, and it’s upon that basis that I make the staygo”sorry, I’m booked out for months and regrettably unavailable for contract work” decision. This article applies mainly to full-time employees, but it could also be useful for contractors wanting to know if their clients will continue to have money to pay them.

I’m still new to the stock market side of things, but I’ve been trying my ass off to pay more attention to this ever since I worked at a THQ studio that was recently hit with massive layoffs. Following that rollercoaster has been instructive.

So, these are my questionscritera in no particular order:

  1. Track publisher stock movements and events. Sign up for Google Finance, add the big pubs (ATVI, EA, TTWO, THQI, ZNGA, UBSFF, KNM, NTDOY, CCOEF). How was their last quarter? Year? 5 years? How close are their sales projections to the actual reality when they release quarterly reports and how do they spin it? What obvious lies can you identify over time and what’s the common thread between them? What time of year have they historically performed “restructuring” and layoffs? (usually financial quartersbeginning of FY, but still.)
  2. Subscribe to the news. GamaSutra Newswire and Gameindustry.biz to get a decent spread of up-to-date information on the industry. I subscribe to their RSS feeds in Google Reader so I only have to go one place to check. I also check GameTab occasionally, but I’ve had connectivity errors with the site recently. Beware of rumors and fearmongering, but still pay attention.
  3. Track patterns in press releases. Are there patterns between sequences of press releases like “This game will sell 5m!” – > “We have faith in the product.” – > “The product’s sales fell short of our expectations.” – > “In order to cut costs after disappointing sales, we’re restructuring our organization and have reduced [studio]’s headcount by 75.” How cyclical is this? Is there a predictable sequence of announcements that could give you an indication of what’s next?
  4. Know your publisher’s product catalog. Find out their fiscal year dates, and other games’ ship dates. What has happened to them when they miss a date? What is the organizational health and reputation of other owned and non-owned companies under your publisher’s umbrella? If you had to guess and be realistic, if shit hits fan which studio *should* be shut down first?
  5. Know your company’s track record. When did your company ship its last title? How did it sell? How did it rate on average? How about the one before that? Do they have a track record of missing ship dates?
  6. Know your genre. What genre is your game? Does that genre tend to sell well? Who are the biggest players in that space and are you competing directly with them, or trying to find a new take or angle or iteration upon the genre? Do you think your game compares favorably? And is its release date close to the release of another juggernaught in the same genre?
  7. Know your studio’s employee retention rate. How many people there tend to stay for the long haul versus staying only a year or less before moving on? “How long has the average employee at your company worked there?” is a question I have ALWAYS asked in an interview and it often makes people uncomfortable. 🙂
  8. Know who runs your company. Who are the principals of the company and what’s their history? What’s their relative rate of success with regards to companies runmanaged previously, success of previously shipped titles, how long they’ve leadmanaged? How long have they worked at the same company both currently and in the past? Mainly, find out if they hop around or commit for the long haul.
  9. Know your team’s history. Has this team worked together before, either as a whole or in small groupscliques? Check previous companies. Look up all the leads up on LinkedIn and Mobygames and map out concurrent employment and previous working relationships for future reference. Write it down.

That’s all I’ve got off the top of my head for basic high-level stuff. I could dig deeper into tech and so on, but this is a lot of data already. Still, these are all considerations I consider important and I’ve always dug into companies in this way and add to the list of criteria over time.

I’m curious what people think, and I welcome comments and feedback! If I’m completely full of crap, please let me know because I want this to be better. 🙂 Thanks guys!

[update] Thanks to Dave Shramek and Matthew Weigel for informing me that EA’s stock symbol is now EA (not ERTS) and to include Zynga (ZNGA)! [/update]

Regarding feedback and whether to use IM

Nothing exists unless it’s written down, in one place. I prefer email, or a web-based forum system inside which all art feedback exists.

When I start on a project, I find out or choose the one single form of official, recorded communication, and hold people to using it. It’s fine in IM for quick back-and-forth, but that information gets summarized and send out via email, recorded in documentationwikiBasecamp where necessary, or put on a collaborative forum. If not, it’s not real. If it’s official and it’s going to happen, it’s going to happen and be recorded in only one place.

For face-to-face meetings, I’m always working as a go-between for design and art, and often programming as well. I take copious notes, work down my list of questions, then make peoples’ ideas fight if necessary. Once that’s done, I have a full written summary that everyone verbally signs off on before they leave the room, then that list gets emailedintegrated into the project plan and documentation with full details on what was discussed, next steps, and who was in the room. Paper trail, accountability, and it’s another way to make sure everyone’s on the same page since (if they read it) they’ll have processed that information both aurally and visually, and those run through different filters.

All information only exists in one place. And unless it’s in front of or accessible to everybody (as far as day-to-day development goes across disciplines), it’s not official. And sometimes I’ve had to be a dick about it, but the time it saves is simply unreal. 🙂

Developing a standardized directory naming system for art drops

Hi, everybody! I’ve been using a system of directory naming for years for tracking all incomingoutgoing files with outsourcers I use, and I’m tweaking it and trying to standardize it. The goal is to be easy to understand and simple to sort. I’d love to get input and feedback on this. Here’s the way I do it now:

/(2012-03-22) INCOMING – SUBMISSION – STUDIONAME (character art for milestone 002)/
/(2012-03-22) OUTGOING – FEEDBACK – STUDIONAME (feedback on characters)/

The syntax is [date] [droptype] [studio] [description]

Date always comes first for easier sorting. The date is written year-month-day to adhere to the ISO 8601 information interchange standard. It sorts perfectly alphabetically so months don’t get mixed up between years. For example, you could write March 22, 2012 two different ways:

2012-03-22
or
03-22-2012

What if, a year from now, I make another directory with the date?

2012-03-22
2013-03-22
or
03-22-2012
03-22-2013

The more directories get dumped in there, the more confusing it’ll be trying to sort out which year which drop came from since it’s not sorted well.

Droptype comes second so I can easily sort out what kind of drop it is. Is it something I sent to the contractor? Is it something they sent me? Or is it a reference or information drop of some kind that doesn’t really count as incomingoutgoing?

There are the different droptypes and subtypes I’ve set up so far:

INFORMATION
    ASSET DUMP
    TECH DOCS
    REFERENCE
INCOMING
    ESTIMATE
    SUBMISSION
OUTGOING
    RFP
    ASSIGNMENT
    FEEDBACK
    REFERENCE

RFP means “Request for Proposal,” by the way. This means I’ve sent the studio a batch of work, reference and tech docs so I can get the work priced and scheduled out so we can decide whether or not to sign a contract.

I have everything capitalized for easier readability. I don’t like lower-case or mixed-case for important information. And I think all of these droptypes and subtypes encompass pretty much every type of standard communication I have with outsourcers. It’s a short list.

After that I include the studio name, which helps a lot with filtering alphabetically if I’m working with a lot of art studios or artists for a single client. I used to include the studio name in the description, but I prefer this for sorting, especially as projects scale.

From there, I include a short written description of what’s in the drop. It’s a lot more casual than the rest of the naming conventions. I don’t care about capitalization as much and I don’t have a very standard syntax for it. It’s just a brief description of what’s in the directory and why it exists.

That’s the best system I have so far. I’d love for people to pick it apart, though, to see if there’s anything I could be overlooking or doing better. I’ve gone back and forth before on whether or not to put STUDIONAME before DROPTYPE as a means of sorting more easily. It came down to being purely a matter of preference, as I’m personally more focused on seeing at a glance the actual inflow and outflow of information on a daily basis, and the ratio of in vs out. That’s more important to me than sorting first by how many times I interacted with an individual studio on a certain day.

Because of this, I’m better able to assess how productive my artists are and how productive I am, and helps me see relationships with regards to the amount of time I’ve invested on art drops and feedback and how quickly it comes back and from which studios. Again, that’s just a matter of preference.

Seriously though, any and all feedback is appreciated! 🙂

Art outsourcing and production for the game industry