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Dmytrii Yeremenko

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Open access Sep 2026

A Scalable Art-Direction Methodology for Live-Service Visual Production

Live-service games depend on a continuous supply of visual content, including characters, environments, user interfaces, animations, visual effects, seasonal events, and marketing materials. When a studio grows to dozens or hundreds of artists who support several products simultaneously, art direction that relies on the constant personal involvement of a single strong specialist loses stability. Quality becomes uneven, key people carry an excessive load, and errors surface at late, expensive stages. This article describes a practitioner-derived methodology that treats art direction as a reproducible production system. The system links visual strategy with organizational architecture, capacity planning, technical standards, multilevel quality control, specialist development, and LiveOps. The proposal rests on two distinctive elements. The first element scales artistic vision through a distributed decision-making structure in which project and discipline leads hold defined authority within set boundaries. The second element plans visual production across the full life cycle of an asset, from brief and scope estimation to integration, validation, release, and reuse. A comparison with published approaches positions the methodology against the Art Bible tradition, Scrum, industry conference practices, and production-tracking software. Boundaries of applicability and directions for empirical validation are outlined.

Dmytrii Yeremenko · 0 citations

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