There are many different ways to be an art director. It’s a wide and open field where, depending on person, project, and team-size the responsibilities differ. Ultimately, art direction is about art. Your primary responsibility is making things look good. It is a privilege to be an art director.
It’s difficult to learn or teach art direction, as it’s mostly a process and not a deliverable. This is in line with Darren Bartley’s advice about concept art:
Technique is easy to teach, thought process isn't. And its the thought process stuff that will lead to better, more interesting solutions.
Daniel Dociu - This talk is quite painful to listen to but has a large amount of fundamental knowledge about art, things that are important to an art director when directing a game. The Q&A has some good bits too. Take-aways:
Guild Wars: The Artists' Vision
Digital Arts and Entertainment - Words of advice by Daniel Dociu
Digging through the older sections of my portfolio I found a a piece which I can't remember to save my life what it was initially intended for. One of those that went nowhere, for sure. I reworked it quite heavily, as it had some parts worth salvaging, I thought. As I always say, my concepts are never blueprints, but rather conversation starters. We concept artists shouldn't be expected to be Mind Readers in the service of rather in-eloquent wannabe creators, but rather Mind Openers.
Blizzard's Arnold Tsang and William Petras walk through the process for creating an artistic direction for the world of Overwatch. This is especially interesting when they talk about fitting Overwatch into the Blizzard universe style of games. Take-aways:
The Art of Overwatch: Evolving a Legacy
Shaddy Safadi argues that what AAA games need now are not concept artists but concept designers with a refined sensibility for storytelling, shape design and cinematic lighting. Take-aways: