Thank you for continuing to read Part 2!
How do you avoid a culture of perceived micromanagement?
One
attendee openly expressed their dissatisfaction at feeling micromanaged
by their art lead. Unsurprisingly, this is also a common topic. A handful
of key elements were called out as being instrumental in managing
expectations and perceptions.
As mentioned before, it's
important to set up scheduled review time. Surprise inspections (or
"seagull management") is a recipe for creating anxiety on the team. By
contrast, having dedicated critique time that is known well in advance
is far preferable Establishing known check-points provides the level of
autonomy artists desire while also giving the AD a window for providing
input.
Related to autonomy, we also
discussed the topic of "task assignment." If tasks are simply doled out
without soliciting input or interest, then artists may feel
micromanaged. Multiple attendees responded with comments that
establishing a set of goals and then allowing the team to self-organize
their tasks around those goals was far preferable. This is a form of
agile development that encourages more individual responsibility for the
tasks as well as the problems that need to be solved within a clear time frame.
One
comment that was also given is that junior artists likely require more
time and attention than senior developers. As they are still developing
confidence and experience, it is important that the AD spend time
giving them individualized feedback on what is successful, what is not
and, in both cases,
why. To be clear, it should not just be an
endless stream of positive reinforcement and ego boosting. Rather, a
junior artist may simply be in need of more frequent feedback.
In
order to provide opportunities for creative freedom, one artist
encouraged ADs to have more people involved in the development of the
"look & feel" of a project. Obviously, this can't happen at every
stage of a project, but there is merit to the idea that having a broad
pool of contributors during the ideation/design stage of a project is
worthwhile. The counterpoint is that the AD still needs to make it
clear how the decision will be made (up front) and who will be involved
in those final decisions.
The last point shared on
avoiding a culture of micromanagement was that the AD needs to ensure
that communication is traveling in both directions. The AD should not
simply be issuing orders. Rather, the AD needs to be open to critique
and feedback from team members. Once open to the feedback, it's even more
important that there is a response. This is yet another example of the
leader providing transparency and context behind their decisions. The
ultimate goal is to provide the team with enough information that each
person can act on their own with confidence that the choices they make
are the correct ones. This is the most critical component for
delegation and for the AD to be able to manager their own time
effectively.
Key Takeaway
In
order for artists to have autonomy or creative authority, the AD must
provide clarity. After clarity, the artist then needs space in which to
work, opportunities to fail and then learn and also an understanding of
why something failed or why it succeeded. Artists need (and expect)
feedback, but it needs to happen at a pace that suits their comfort and
their seniority, not at some erratic and undetermined pace. Giving an
artist ownership does not mean sacrificing your responsibility as a
leader. It means the opposite. Your responsibility as a leader does
not mean getting others to
do what you want. That's micromanagement. Your responsibility as a leader is to get others to
understand what you want, and giving them the professional freedom to
achieve that goal.
How do you train artists to give and take constructive critique?
Professional
growth is challenging in the absence of feedback. However, many
artists are not properly trained how to engage in critique. Therefore,
this was the day's final topic: how do artists learn how to take critique
and how do you get them engaged in the activity of critiquing towards
improvement.
One attendee brought up the concept of the
"compliment sandwich" in that a critique is best delivered when framed
by positive comments. This, in turn, was countered by the point that
artists deserve honest and direct feedback, not sugar-coated.
Regardless of the approach, there is a fair amount of research which
indicates that the critical to positive feedback ratio should be between
1:3 and 1:5. That is
not to say that you need to find more
positive things to say when you have critical feedback. Critical
feedback needs to be direct and honest and be delivered promptly. What
the research has shown is that building a long-term relationship with an
employee where they understand their positive impact as well as
critical development areas does require a higher ratio of meaningful
positive feedback in order to prevent a feeling that they aren't valued
by their leaders.
A critical component of every
critique is context. What is required? Why is it required? What
aspect of that-which-is-being-reviewed should be the focus of the
critique? Artists require parameters for a critique, otherwise the
critique may target aspects that aren't ready or which perhaps cannot be
addressed (due to workflow or technical reasons).
As an aside, if your studio/project uses scrum or other agile update meetings, do NOT use these for critiques.
Scrum meetings should be kept short and focused. Talk about blockers
and provide updates. If a critique is required, make that the focus of a separate discussion.
Related to the above
point, artists need to know what success looks like. Anyone (artist or
not) can look at something and tell you whether they like it or not.
That's purely subjective and is
not the point of a critique. A
critique should tell you whether or not something is successful. Does
it look like a concept? Does it match the mood or the feeling we want
the player to have? Does it communicate the intended purpose? Does it
meet the technical / design requirements? These are the types of
questions to ask. "Do I like it?" is
not the right question to ask. Feedback should always be actionable and focused on solving a particular problem.
The
reason to get artists involved in the critique/feedback loop is to reinforce team cohesion and a sense of shared purpose. Critique can be a
form of positive reinforcement, even if the critique itself is
critical. As a result, a mature and well-managed process can enhance
the culture of the team. However, this still requires that both the
art director and the senior staff serve as proper role models during
the critique. This does not mean that critiques must be overly formal
or structured. Rather, this means that the critique consistently
focuses on the work and
not the creator.
Critiques
are good developmental tools for new artists. They bring artists
together and break artists away from their current work, giving them
insight into the bigger picture. Critiques help newer artists to
develop a thick skin and encourages a culture of honesty. It's easy to
say something looks cool. It's easy to give a pat on the back. By
contrast, you really have to
think to give an effective critique.
As
someone pointed out, there is an equal amount of responsibility on the
receiver's end. Beyond developing the "thick skin," the receiver has to
be willing to ask questions. If they don't understand the critique,
the onus is on them to solicit more detailed feedback or to do so more
frequently.
That last part of the roundtable
focused on the responsibilities of the art director or art lead to
ensure that critiques are effective. For one, there needs to be clear
reference points. Mood boards, key imagery or successful examples are
all critical in order for artists to effectively compare and contrast.
These help the artist to understand what success looks like.
Furthermore, clear technical specifications are also a requirement in
order for artists to understand what won't function properly. In addition, it was
also noted that sometimes a paintover can communicate the requested
change faster than a conversation. When this is the case, it is the art directors responsibility to identify the need.
A
few final comments. Even with the most effective group critiques,
these should not wholly replace dedicated 1-on-1 time with your staff. Good leaders are always the ones who take the time to learn the team.
Critique time is simply one other avenue in which to familiarize
yourself with each artist on your team and by which you can have a
positive impact on the culture of your team.
Key Takeaway
Effective critiques can be one of the most influential factors on the culture of your team, so make sure you're doing them right. Teach artists how to have "an eye for critique" and ensure that they are consistently commenting on the work -- not the artist. The ultimate goal should be to teach artists to seek out critique from others and know how to filter appropriately. Your senior staff must be role models for this behavior, or it simply won't become ingrained.
Thanks once more to those who attended the Art Leadership Forum. Thanks also to those of you who took the time to read this post. I know it was long, but I hope you found some information that is both worth consideration and can be applied to your team.