{"id":11938,"date":"2018-02-03T00:50:00","date_gmt":"2018-02-03T00:50:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/314265"},"modified":"2018-02-03T00:50:00","modified_gmt":"2018-02-03T00:50:00","slug":"video-how-to-improve-communication-during-artistic-critique","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/02\/03\/video-how-to-improve-communication-during-artistic-critique\/","title":{"rendered":"Video: How to improve communication during artistic critique"},"content":{"rendered":"<p>Being able to give and receive feedback about creative work is a critical aspect of video game production. In a perfect case scenario, effective critical feedback leads to better products and stronger team cohesion. But if the feedback is unclear or misleading, there can be ramifications.\u00a0<\/p>\n<p>In this 2016 GDC session, Secret Portal&#8217;s Jeff Hesser provides clear, concise and practical strategies that can be used by anyone who needs to give or receive critical feedback about art in video game production.<\/p>\n<p>The talk focuses on improving communication through effective critical feedback about art, and\u00a0Hesser\u00a0discusses the dangers of giving and receiving bad feedback. He\u00a0illustrates how it can result in wasted work and cause a drift in creative vision which could\u00a0lead to team morale and efficiency.\u00a0<\/p>\n<p>Artists curious about\u00a0how they can\u00a0improve their communication during critiques\u00a0may appreciate that they <a href=\"https:\/\/www.youtube.com\/watch?v=5ZDls8L5ONE\">can now\u00a0watch the talk completely free via the official GDC YouTube channel!\u00a0<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Being able to give and receive feedback about creative work is a critical aspect of video game production. In a perfect case scenario, effective critical feedback leads to better products and stronger team cohesion. But if the feedback is unclear or misleading, there can be ramifications.\u00a0 In this 2016 GDC session, Secret Portal&#8217;s Jeff Hesser [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":11939,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-11938","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/11938","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=11938"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/11938\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/11939"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=11938"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=11938"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=11938"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}