What title companies pay attention to when giving feedback on your work
Anna Behanska
FragonFly Studio
- Hall:
- Fire Hall (Art Track)
Having worked with companies such as Blizzard, Riot Games, and Airship Syndicate, I would like to point out the nuances worth paying attention to in order to avoid mistakes and receive more positive feedback.
What the talk is about
Anna Behanska, a 3D sculptor, explains what studios pay attention to when giving feedback on a 3D character built from a concept. Her core idea: the client has already paid for the concept, so the artist's job is to reproduce it precisely rather than add personal vision. She advises studying the style and gathering references first, avoiding fine detail during blockout, and carefully checking silhouette and proportions (painting the blockout in the concept's colors, overlaying the concept in Photoshop or in the sculpting tool), and keeping the blockout clean. For detailing, she stresses resting areas for the eye, detail that reads from a distance, no visual noise, and chips and damage that don't break the silhouette or the character's personality. The Q&A covers test assignments, soft skills, drawing practice and avoiding burnout. Useful for junior and mid-level 3D artists.