ghhhh, I''ll have to disagree here.
"Ce qui se conçoit bien, s''énonce clairement" (what is clearly conceived is clearly enounced).
When you design clearly everything, the actual process of doing it becomes *MUCH* easier. You still need to have constant feedback, but a good design in the first place will leave MUCH much less room for personal interpretation, hence more "stragithforwardness" in the making process.
Now, we are not actually talking abour *art* when we talk about game art, or music, or programming. It''s more illustration, code typing, etc. And that''s a **big** difference.
If you give me some specs for a character, if you tell me that the guy is to be blond, that he is wearing a full plate armor of a late 17th century style. I''ll do that, filling the gaps where they need to. That''s where the design is essential. If the design was saying I shouldn''t be drawing any particular symbols, or patterns on the armor, because they could imply things the designer don''t want, then I don''t draw the fancy celtic patterns I like to do so much, and I stick to a plain riveted metal look.
For an artist, it''s pretty much a straightforward process to do the drawing, if everything is already said and specified through a good design.
For programming, well, it''s the same... it''s engineering after all.
For music, I dunno, I am not a musician myself
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As for team management, project management, yuuuk. There are courses for learning that. I did, and I am not the guy who''s gonna get headaches doing it
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This suck major a*s. But it''s necessary evil if you want to bring your team anywhere near completion.
Yeah, I am gonna be an amateur all my life, I don''t like the constraint of commercial software (not just games).
Ahw ell ... what can I do ?
-----------------------------Sancte Isidore ora pro nobis !