Erol Kentli is currently the Art Director at nDreams who has also spent time at Sony, Splash Damage and Crytek during 30 years in games.
We were delighted to welcome Erol Kentli to the Tentacle Zone last week for a talk on art bibles and the communication of aesthetic intent. This was a fabulously detailed talk covering Erol’s art direction philosophy and outlining his framework for successful art leadership.
It’s a framework that has succeeded as Erol has been working in art roles for developers – including Sony, Splash Damage and Crytek – for almost 30 years.
Erol began by defining art bibles, using two examples from non-games industries to illustrate his point:
“Screenwriting bible: Reference document ensuring consistency within ongoing productions.”
“Brand guide: Defines core elements and visual keys to create an integrated and differentiated ident.”
Brand guides are used by companies like Coca-Cola to demonstrate the rules around the use of their logo, colours and fonts. Their purpose is to align expectations, communicate aesthetic intent and ensure consistency.
This is very similar to the concept of art bibles in the games industry. However, as Erol pointed out, art bibles generally go into much more detail and include elements such as tone, symbolism and theming.
After defining art bibles, Erol went on to talk about their format and gave us a few simple guidelines:
We’ve barely even scratched the surface of Erol’s talk. If you’d like to hear more then you can find a related version of this presentation on Develop’s YouTube account here.
Huge thanks to Erol for his time this week. If you work in games and you’re interested in sharing what you know with fellow devs then drop us a line – we’re always looking for new speakers.
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