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Establishing Art Direction Print

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Deciding how the game looks.

WHAT ART DIRECTION IS

A consistent set of decisions about appearance, applied throughout.

WHY CONSISTENCY MATTERS MORE THAN QUALITY

Consistent simple art looks intentional; inconsistent good art looks broken.

WHAT TO DECIDE

Level of realism Colour palette Proportion and silhouette conventions Line and shape language Lighting approach

WHY PALETTE MATTERS MOST PRACTICALLY

A limited palette unifies work by different people and hides weaknesses.

WHAT TO PRODUCE

Reference images A style guide Example assets at final quality

WHY EXAMPLES RATHER THAN DESCRIPTION

Written descriptions are interpreted differently by everyone.

WHAT TO CHOOSE FOR A SMALL TEAM

A style you can execute consistently at volume.

WHAT STYLES ARE FORGIVING

Flat and stylised approaches Limited palettes Low-detail geometry with strong silhouettes

WHAT STYLES ARE UNFORGIVING

Realism, where any flaw is visible Highly detailed work, which is slow

WHAT TO TEST

Assets together, in the game, under real lighting.

WHY

Assets look different in isolation than in context.


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