You also get to work in the same area, sometimes in the same row of desks, as the riggers. [Does that mean] if we find a conflict when these things get built out, you can identify it very quickly and make the necessary changes to the concept faster than with a giant spaceship?
TL;DRClothing concepts turn around much faster than ships because they have far fewer moving parts, and good concept work, even loosely respecting zones, shortens asset production time for character artists and tech artists.
Clothing tends to be very quick compared to a ship, and the reasoning why is just, like I said, there's so many things that go in a ship compared to clothing. There's just so many moving parts when it comes to ships. But for clothing, not so much. And also, for the character artist, it's very helpful to have concept, because you'll have an artist that would design clothing so that we have the design locked in, right? And also, the concept artist will try to be as helpful as they can by respecting a lot of the zones. But there are times when I tell a concept artist, "Hey man, just go nuts. Just give me something really cool and we'll figure it out." And tech artists are super talented. They're a lot smarter than me. Way smarter than me. And they'll try to cater to the art. The concept artist actually does shorten a lot of the production time of an asset, just because if you have a character artist trying to come up with a lot of things while thinking about "this has to go in the engine," it's just a lot of things to process. So the concept kind of cuts that production time.