Something I would add to the Game 3 Roadmap lecture:
There is another reason to start adding (some) art at a much earlier stage in development: and not just placeholders, but rough blocking first passes that don’t need to look finished but DO need to resemble the intent and feel of what is needed.
Here’s why: Art is not just wallpaper that looks nice and makes a game easier to sell; it is an integral part of the game experience. If you’re designing and building your whole game first and then stick art on top of it at the end, what you get is a disjointed mess that feels exactly like you just stuck some random art on it. If you want your game to be a cohesive complete experience, art (especially where it concerns movement and in-game feedback) should be part of your prototyping and design process.
Absolutely cannot agree with “art isn’t that important till later on”.
Art communicates information, so if you’re neglecting that part of your game, you’re basically missing out on a whole extra channel of direct communication to your players’ brains. Now that doesn’t mean you should be making final art at an early stage - agreed there - but you should start putting elements in there that communicate what they need to communicate and feel the way they need to feel. Because when you’re playtesting the feel and experience of a game, you’re also testing those parts. And if you’re just testing boxes running around grey boxes, you are not testing the complete experience.
And by the way, the same is true of sound also. Like that story where player feedback was that a weapon felt weak and should be re-balanced. Then they just changed the sound to make it boomier without touching the numbers and suddenly it was everyone’s favourite weapon… All the parts matter.