Chapter 3: Reading Briefs & Asking the Right Questions

Created by Sarah Choi (prompt writer using ChatGPT)

Reading Mecha Briefs: Asking the Right Questions

A mecha brief is rarely a complete instruction set. Even in well-run studios, briefs are a snapshot of intent written under time pressure, often before design, narrative, and production have fully converged. That means the mecha concept artist’s first real deliverable is not a sketch—it’s clarity. Reading a brief well and asking the right questions is how you prevent weeks of beautiful work from heading in the wrong direction.

This skill matters on both the concepting side and the production side. Concepting-side artists use questions to uncover the true fantasy, role, and style language the project needs. Production-side artists use questions to protect the pipeline: they surface build constraints, animation realities, modular requirements, and the “non-negotiables” that keep a mech consistent across many hands. Whether you’re in indie or AAA, the goal is the same: reduce ambiguity early so every downstream deliverable is aligned.

The hidden job of a brief: it defines the argument your design must win

When someone asks for a mech, they’re not only asking for a look—they’re asking for an argument about what belongs in the world and why it will be fun. A brief usually contains a few explicit requirements (role, faction, tech level) and many implicit ones (camera needs, tone boundaries, readability rules, production budgets). Your questions help reveal the implicit requirements.

A useful mindset is to treat the brief as a hypothesis. The brief says, “We think this mech should be X.” Your job is to test whether X is compatible with gameplay, readability, animation, and the art direction. If not, you either refine X through questions or propose alternative solutions that still satisfy the core intent.

Indie vs AAA: how the same questions change

In indie, the brief might be a paragraph in a Discord message or a few bullet points in a Notion page. The team may not have a dedicated producer or a full design bible. Your questions often become the structure that the project lacks. You’re helping the team discover what it wants and what it can afford, and your deliverables may need to be compact but decisive.

In AAA, the brief may be a formal document with references, role breakdowns, and production targets. The challenge is not the absence of information, but the volume of stakeholders. Your questions help reconcile competing needs: marketing wants iconic silhouettes, design wants fairness and readability, animation wants feasible motion, tech art wants budget stability, and narrative wants meaning. In AAA, the “right question” is often the one that aligns two departments before they drift apart.

Concepting side vs production side: the same questions, different stakes

Concepting-side artists ask questions to define the creative space: what fantasies are allowed, what shapes belong to the faction, what roles must be readable, and what range of designs should be explored. The goal is to generate aligned options.

Production-side artists ask questions to ensure the chosen option can ship: what joint ranges are required, what transformations must be supported, what modular hardpoints exist, how damage states work, and how the mech will be maintained across LODs and future content. The goal is to prevent rework.

The healthiest teams do not treat these as separate phases. Even early silhouettes benefit from production questions, and even late paintovers benefit from a re-check of the original fantasy.

The core categories of “right questions” in a mecha brief

Role: what job does the mech do in the game and in the world?

Role is the most important anchor because it impacts silhouette, proportions, weapon integration, and posture. A role is not just a label like “assault” or “support.” It includes behavior patterns, player expectations, and how the mech should be prioritized in combat.

Questions that clarify role include: Is this a player mech or an enemy? If enemy, is it a common unit, an elite, or a boss? If player, is it a class choice, a starter, or a late-game reward? What does it do most often—dash, hover, hold a lane, burst, snipe, heal, deploy drones, carry cargo? What is its weakness, and how should that be readable? If the game has PvP, what fairness rules apply to its silhouette, hit feedback, and telegraphs?

For concepting-side artists, role questions help you define the silhouette grammar and “what must read at distance.” For production-side artists, role questions determine joint needs, weapon stow states, and how the mech’s kit will be implemented.

Terrain and medium: where does it operate and how does that shape the design?

Mechs are strongly shaped by where they move. A swamp walker reads differently from a desert brawler. A vacuum-capable mech needs different sealing logic than an urban riot-control unit. Medium is not just “environment”; it includes movement constraints and camera behavior.

Ask: Is this mech primarily ground, air, space, underwater, or mixed? If ground, is the terrain smooth, rubble-heavy, vertical, or dense with doorways? If air, is it hover, jet, or jump-boost? If space, are there thruster vectors and orientation cues needed for readability? If underwater, what buoyancy or propulsion language is appropriate? What is the average engagement distance and camera angle? Are we in first-person cockpit, third-person, isometric, or cinematic-focused?

These questions translate directly into deliverables. Terrain questions affect silhouette thumbnails (stance, footprint), orthos (clearances), and callouts (seals, thrusters, tread/foot mechanics). They also guide the collaboration map: level design and animation become essential voices early.

Faction: what values and identity does the mech represent?

Faction is how a game teaches players to read allegiance at a glance. It’s also how you prevent “generic cool robot syndrome.” Faction language includes shape grammar, material palette, manufacturing cues, insignia placement, and cultural tone.

Ask: What are the factions and how do we differentiate them? Is this faction clean and corporate, brutal and industrial, ritualistic and mythic, improvised and scavenged, or bio-mechanical and uncanny? What is the faction’s manufacturing capability—mass-produced, artisanal, stolen tech, reverse-engineered? What symbols or markings are non-negotiable? How does faction identity show up in silhouette rather than only in decals?

For concepting-side artists, faction questions define the style rules and exploration boundaries. For production-side artists, faction questions become consistency checks across variants, skins, and outsourcing.

Tech level: what does “advanced” actually mean here?

“High tech” is meaningless without context. In one world, high tech means sleek composites and minimal seams. In another, it means exposed hydraulics and overbuilt armor because the society values repairability. Tech level also affects animation language: how a mech moves conveys the sophistication of its control systems.

Ask: What is the baseline tech of the setting, and how does this mech sit relative to it? Is it a prototype, a legacy unit, a mass-production model, or a black-ops platform? What power source is implied—battery, reactor, bio-core, magical analog? What maintenance culture exists—field repairs, factory service, disposable parts? Are there technology taboos or signature features that must be present (AI cores, neural links, cockpit types, drone swarms)?

These answers guide cutaways and callouts. They also influence sound and VFX collaboration because tech level changes how effects should look and feel.

Tone: what emotional boundary must the design respect?

Tone keeps a mech from breaking the project. A comedic mech in a grim war setting can collapse immersion. A hyper-real military mech in a stylized heroic world can feel off-model. Tone is often the most implicit part of a brief, so you must ask.

Ask: Is the tone heroic, grounded, tragic, satirical, or horror-adjacent? What are the ratings boundaries—how much damage detail, how much exposed flesh or gore if bio-mech, how intense should weaponry feel? Is the mech meant to be aspirational, intimidating, lovable, or unsettling? Are there real-world sensitivities to avoid in silhouette or iconography?

Tone questions shape everything: silhouette proportions, edge language, material wear, and how aggressive the design is allowed to be. They also clarify marketing needs: if the mech must be a poster icon, tone must support that readability.

Turning questions into deliverables: how you document what you learn

In practice, asking the right questions isn’t only about conversation—it’s about capturing decisions so the team stays aligned. A simple written “brief digest” can be one of your most valuable deliverables, especially in indie.

A good brief digest summarizes: role and gameplay function, environment/medium constraints, faction identity rules, tech level assumptions, tone boundaries, and the top three “must not change” signature features. It also lists unknowns that need decisions, such as transformation requirements, cockpit visibility, modular hardpoints, or scale relative to doors and cover.

Concepting-side artists can attach this digest to the first silhouette pass to show intentionality and to invite corrections early. Production-side artists can use it as a continuity anchor during implementation reviews, when changes threaten the mech’s identity.

Who you should ask: mapping questions to collaborators

Not every question goes to the art director. A mecha concept artist is more effective when they know where answers live.

Role and fairness questions belong with game design. Terrain, scale, and collision questions belong with level design. Motion range, transformation feasibility, and acting language belong with animation and rigging. Budget and modularity questions belong with tech art and production. Material, wear, and readability under lighting belong with surfacing and lighting. Telegraph clarity questions belong with VFX and UI. Narrative meaning and faction symbolism belong with narrative and art direction.

In indie, one person may hold multiple answers, so your job is to be gentle but specific: ask questions in a way that helps the team make decisions without feeling interrogated. In AAA, answers are distributed, so your job is to route questions efficiently and document the decisions.

Common brief pitfalls—and the questions that fix them

One pitfall is vague role language. “Assault mech” can mean twenty different behaviors. The fix is to ask about the most frequent actions and the most important read at distance.

Another pitfall is missing camera context. A mech designed for third-person can fail in first-person cockpit view if the weapon placement blocks sightlines or the cockpit can’t be convincingly represented. The fix is to ask about camera, engagement distance, and UI needs early.

A third pitfall is unspoken transformation requirements. Teams sometimes decide “it should transform” because it’s cool, without budgeting for rig complexity. The fix is to ask what transformation is required for gameplay versus optional for fantasy, and how many moving parts are acceptable.

A fourth pitfall is faction confusion. If multiple factions share similar silhouettes and materials, players can’t read allegiance. The fix is to ask for clear faction differentiation rules and to propose silhouette families as a deliverable.

What success looks like: aligned questions produce faster, cleaner art

When you read briefs well and ask the right questions, your deliverables change. Your silhouette pages become sharper because you know what must read. Your orthos become more useful because you understand motion needs and build constraints. Your cutaways and callouts feel grounded because you’ve clarified tech assumptions. Your paintovers become targeted because you know what the mech’s identity cannot lose.

Most importantly, you become a collaborator rather than a service provider. You help the team discover and protect the mech’s purpose—from ideation through production—whether you’re in a small indie team or a large AAA pipeline.

A mecha concept artist who asks great questions does not slow the process down. They speed it up by preventing the most expensive kind of iteration: the kind that happens after everyone has already built the wrong thing.