Quote:
Originally Posted by Wellhmmm
This is a topic that I'm sure lots of people would be interested in. My question for you is:
When confronted with widespread dislike of certain artwork (most recently the Lux splash art) what is your approach as Art Director to analyzing and resolving this situation?
Personally I love the new Lux artwork, I think it is absolutely stunning! But how do you deal with the people on the opposite side of the spectrum?
Also Sion and Udyr need a touch-up badly on their standard artworks ahah! But I'm sure you guys are already on top of that!
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This is a great question. A lot of art direction is fairly subjective. You try to make the best calls possible given all of the factors. It takes some thought, research, question and answer sessions, chats with passionate people and feedback from the teams that make it all possible. You certainly can’t please everyone, but you try to make great, bold choices that are right for the game and the people that play it. That is paramount. I say bold because we want you to have something unique.
When we started with the visual exploration for the new splash art, we asked people what they thought of the League “look”. What words described it? There's no way to get an all encompassing perfect list with a game like League, but some of the words seemed to come back again and again: heroic, bad-ass, sexy, exaggerated, unique, humorous, unexpected, colorful , fantasy inspired, etc. From that baseline, and our own experience with League, we looked at artwork that inspired us. We then did explorations on splash art keeping in mind the game as it is, feedback we’ve received, our community, etc.
Through our explorations we decided not to do things too realistically. We wanted an art style that allowed us to be flexible (some would say too flexible – MF’s spine OMG) and expressive without worrying too much about breaking things. We wanted to be able to experiment, have fun with the art and still deliver something that was right for the game. You guys are seeing that now. We try to make champions that are larger than life, so we wanted our proportions, poses and rendering style to reflect that too.
At some point in time, I would love to find a way to share that process with you guys. And to also share the concepts we create. The art that you don’t see is sometimes more interesting than the art that you do see. But that’s just my personal take…because I love the thought process behind what makes a great champion even when it’s a loose sketch.
We’re evolving League, you guys are giving feedback, and we’re honing it in based on a lot of factors. This isn’t a moment, it’s a journey. And it’s quite a ride…)