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Interview

Unlike the survey, interviews allow for more detailed, reflective answers about creative practice, collaboration, and memorable game experiences. Interviews can be conducted in writing, via video or phone call, or in person. With consent, sessions may be recorded and used as research data.


Because participants bring different perspectives, the interview questions are organised into three tailored sets: one for all participants, additional questions for industry professionals and artists, and some extra questions for artists.


Please review the Consent Form here.



Profile

Core Questions

  1. Which video game brings you a strong memory primarily because of its artistic dimension?

  2. What specific artistic elements made that game memorable for you?

  3. Can you name an artist whose work in games has influenced your view about videogames as an art form?

  4. When you think about changes over time, what has shifted most in how games look and feel?

  5. In your view, what makes a game feel artistically distinctive, regardless of budget or platform?

  6. Do you think games are becoming more standardised in their look and feel, or more diverse?

  7. How do you think new technologies (VR, AI) might influence future game art?

  8. Do you have any other thoughts, comments, or recommendations for this research?

Additional Questions for Artists and Industry Professionals

  1. How did you first get involved in the video game industry?

  2. How are artistic decisions typically made on a project, and who has final authority when there is disagreement?

  3. Where do you see the strongest constraints on artistic decisions today?

  4. How is authorship credited or recognised in your experience, and what do you think is missing in current crediting practices?

  5. Have you seen cases where a game’s artistic identity became a major cultural reference beyond games, for example exhibitions, publishing, adaptation, online culture, and what enabled that?

  6. How do you feel about procedural methods or AI assisted tools in the industry: what do they enable, and what risks do they introduce for authorship and originality?

Additional Questions for Artists

  1. How would you describe your artistic practice outside games, and how does it shape your work in games?

  2. Please describe a project where your distinctive style or artistic approach strongly shaped the final game experience.

  3. What parts of your artistic vision were easiest to carry through development, and what parts were hardest?

  4. How do you protect or maintain artistic coherence across production changes, feedback, and iteration?

  5. What tools and workflows most shape your creative decisions today, and how do they influence style or originality?

Thank You

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