Basically, as Lead 2d artist, I make sure that all of the artists working on concept drawings, model skins, environmental textures, and interface designs are communicating with the other departments and maintaining a cohesive artistic look throughout the entire project. My experiences in 2d art give me a good perspective on the challenges each artist faces. I prefer to let the artists work without me constantly looming over their shoulder and telling them how to do their job. We've hand picked a great team of skilled professionals and I can trust them to give their all on every project. Also, I recruit, interview, and review submissions from any applicants for artist positions in addition to doing historical research whenever appropriate.
Every person here is involved in the decision making process to one extent or another.
We try to give everyone enough direction so that they can concentrate on their job while at the same time keeping the hierarchy as flat as possible to avoid a rift between management and employees. There are a lot of issues that the management team tackles every day so that the individual employee at Rogue can do their work in a comfortable and friendly environment without worrying about the business direction of the company. Their well-being is always our first concern. In addition to all of that, I'm still responsible for producing my share of artwork. At one time or another I've handled every facet of 2d art production from concepts to textures to menu design to skins, even font creation and box artwork layout in a pinch.