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The Visual Interest Matrix
Behold. The Visual Interest Matrix. As Art Director on Neverwinter I was constantly trying to figure out ways to get pre-production on each module started earlier. This living graph was intended to take all the module themes that get proposed and rank their visual interest against their stress on our resources. By taking a preliminary exploration into how we would visually create a proposed theme we could, at a glance, determine if the juice is worth the squeeze.
This also provided a quick way to re-visit themes that were already proposed and avoid the issue of essentially starting over each time we brainstormed a module theme.

Visual Interest is measured vertically. Difficulty is measured horizontally. For the most part, if we have done a theme before it is less visually interesting. Difficulty was primarily measured by how much new assets needed to be created. Other elements could affect both visual interest and difficulty and were noted in the second section as seen below.
Our modules usually consisted of multiple sub locations. You see each of those locations listed as small color coded circles connected the the larger theme, as represented by a reference image. The general theme is roughly placed as an average of sub locations combined with any other factors that would affect it.

This section provided a little more insight into what made each theme and sub-location visually interesting and/or difficult.
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