How Rockwater Games Approaches Art

We sat down with Mark Radcliffe, Head of Art, to talk about Rockwater’s approach to Art and the unique qualities that make a Rockwater Artist.

Close up detail of a players hands revealing a king and an ace.

What’s the key to Rockwater Art Direction?

For me, it’s about taking the core concept and getting everyone’s input early on. It takes a whole team to bring a game to life and every element is dependent on each other. In a room full of creative people, there won’t ever be a flat-out bad idea. So it’s about finding which ideas sit right with everybody else’s. It’s a values-driven approach in which the ideas that resonate the most determine what we are all aiming for.

Once we know what direction the whole dev team is aiming in, I can set out the boundaries for the art team. It’s not about hitting a single target, I still want to give individuals a creative margin with what they are doing. If an idea is a bit left-field that’s fine, just as long as it moves the overall game forward.  

What makes Rockwater’s approach to art different?

I took on the role here because I felt it was a huge opportunity to try to do things differently, and far more collaboratively.

I’ve always wanted to avoid becoming an Art Dictator! Some people are talented enough to envisage and then create beautiful worlds on their own, but if you do this as an Art Director you run the risk of treating the rest of the team as extra hands. In those scenarios, talented artists will always be able to do the work but they’ll never be creatively engaged. It’s not a rewarding experience for anyone.

At Ripstone and now with Rockwater Games, it’s totally different. I see the Art team here as being much more in line with how an Art team would be on a film crew. There isn’t one person who is the be-all and end-all. Instead, we’re a bunch of creative people and everyone is here to bring out the best in each other. It’s never about just one person’s story or perspective.

A recent fireside chat between members of our Art and Programming teams…

Our Art team is always evolving, what are you looking for in a Rockwater Artist?

It goes without saying that being a very talented artist is a big part of it, but the other thing we’re always looking out for is individuality.

We don’t want everyone on the Art team to have the same opinion. The idea that one person would have all the good ideas is ridiculous – so we’re always discussing with each other and encouraging people to try things and voice their opinions. Our team is small and tight. From Juniors to Lead Artists, we’ve got to the stage where we all understand and value each other’s points of view.

In addition to this, we want our artists to always have an eye on the bigger picture. Every member of the team is focused on crafting in a way that serves the product. It’s not just about obsessing over singular things.

Whether you’re new to the industry and know you can do more or you already work for a big studio and you feel like your voice isn’t heard, Rockwater Games is of a size where your contributions to a project are noticeable and highly appreciated.

No matter what role you’re in, you’ll be actively involved in your ideas and the decisions behind them right from conception to the finished game.