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x-death
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Quote x-death Replybullet Topic: assistant artist needed
    Posted: 19 December 2009 at 11:04pm
basically i'm looking for someone to help me with the graphics for my latest game. what you'll be doing is making palettes for things i design. and of course you'll be designing things from as well. but how much you design is completely up to you.

my first project wasn't commercial, i mean whos is? i did it on my own it winded up being a big hit locally. with friends and there friends. from there i moved on and over the years i've done team projects and i've been involved with commercial projects as well.

about a year ago i was working for a company which had just moved to the whole website developing business and that included games. i worked with a few people in making games as well as websites. i was team leader but all my work seeing as it was a company job i had t confirm all my decisions with the company owner/manger.

I can honestly say over the years i've developed alot, and become a god leader. i'm the type of leader which tries to be fair to all who are involved in the project and i do my best o make sure nobody is overworked but at the same time we all get stuff done so projects are done by the deadline.

after reading this i hope i've allowed you to see what type of person/leader i am, and i hope you'll be interested in working with me, if not now; perhaps sometime in the future.

the position may pay, see initially the job wont pay out, but you'll get 30% of any cash the game makes. and the game will earn money once its done because i know people which wish to sponsor it.

if your interested send me a message, or you can email me at scorpafied@gmail.com


Edited by x-death - 21 December 2009 at 7:57pm
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Da_Duke2000
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Quote Da_Duke2000 Replybullet Posted: 19 December 2009 at 11:52pm
Well, if you have sponsors and theyre not willing to pay for art it tells me one of two things:
1) The sponsors don't exist. Or.
2) The sponsors don't have enough faith in the project to put their money up front to pay artists.

If its going to be a success, they'd be better off to pay for artists up front rather than fork over 30% of profits.

Just my two cents.
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x-death
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Quote x-death Replybullet Posted: 19 December 2009 at 11:59pm
well before you start questioning the project you should get your facts straight!

the sponsors love the idea, but thats all it is right now some code a bit of graphics and a fantastic idea. they are the kind of sponsors that pay you to put there inro at start of game when its done. if been told by a number of people i know are genuine there interested.

i would pay up front the fact is i'm strapped for cash, i've tried looking for work and i have gotten no orders, this is a serious project i've wanted to make for ages, but its also a way i'm hoping to earn some cash from.

also i'm not sure how long this will take to make, so i'm looking for someone that isn't so overly concerned about the cash. this way theres less pressure on me and i can spend that time developing the game. which will potentially get us more money.
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Da_Duke2000
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Quote Da_Duke2000 Replybullet Posted: 20 December 2009 at 12:33am
Don't misunderstand me, I certainly wish you the best. But when people are "Genuinely interested" I find they actually contribute to making a project a success from the start.

To me, it sounds like good business smarts on their end. To your sponsors its zero risk, free advertising, and if the game makes no money its the artists and private funders who end up in the red.

Too many people (who have never made a game before) believe they have a guaranteed hit which 'everyone' will want to play. I see it daily at GameDev.net with "Hey, im making a new super cool IPhone Game/MMORPG" when really its just a new fad/obsession that only a handful of people are passionate about.

I'm only issuing a word of caution. I wouldn't begin actively looking for recruitment (for artists) until every facet of the game is completely thought through. This includes scripting, a list of needed elements, art resources, number of characters, frames, GUI, etc. Folks down at AGS (AdventureGameStudio) and GameDev have a few topics dedicated to "Where do I start". If all you have really " some code a bit of graphics and a fantastic idea" I would suggest you recruit team members to assist you with the creative and planning steps of your project first.

Its not up to a hired artist to be your creative leader. That's the job of a Project Manager. That said, truly good luck.


Edited by Da_Duke2000 - 20 December 2009 at 12:33am
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x-death
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Quote x-death Replybullet Posted: 20 December 2009 at 12:43am
well actually i've been working on this for a year and a half now. and its not my first game. i know what i'm doing, i just need a helping hand with a few things on the graphic side of things.

besides if the game makes no cash in 6 months time i'll have a full time job and i'll just pay the people who helped me with cash i get from working. either pay i plan on paying them. its just a time constraint. so if it helps people to consider it a position that isn't offering caqsh then think that i don't mind. i just need help. i've explained enough about how i plan on payuing people but like you stated there is a chance it might go red and people wind up with nothing.

but i just need help regardless, i tried getting help but people seem to not help at all unless they are paid, which i can't afford to do.

so can anyone help?
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Quote lexip22 Replybullet Posted: 21 December 2009 at 1:40pm
If I may chime in here a little. Speaking as an artist who has years of experience in the industry, I strongly urge you to work on your presentation. I am not trying to be critical but offer up some helpful advice.

We can all certainly appreciate the position that you are in ..not having a budget to hire people. I suggest you share more about yourself to the community at large and offer up points as to why it is worth the artist's time and energy to dedicate him or herself to your project. A vague promise of being paid sometime in the future is not a convincing argument. You need to support your position as project leader, as game designer, and so on.

You stated that this is not your first game. Tell everyone what the first one was ...was it a hobby project or perhaps a commercial one? Did you create it all on your own or were you involved in a team? Regarding your sponsors who are controlling the cash purse, how did you pitch your project to them? Did you share/present your previous game with them? What sort of budget are they looking to give you once you provide them with a demo of your game?

All of Duke's points are valid and I can speak for him, he is a stand up guy who knows what he is talking about.

I saw your post last night and immediately moved on. Why? It simply struck me as many job posts do. It was generic, unorganized and really offered no tangible information. Again, I am not trying to be harsh but sharing my point of view as well as my first impression of the original post. Let's face it, if you want to be taken seriously (and this applies as much to artists as it does to potential clients) you need to present yourself as a professional and not just "some guy" who wants to do X,Y, Z.

I hope you take this as it is intended, as an education and not as a lecture. Best of luck with your project!


My 2008 Aniboom Awards Entry

http://www.aniboom.com/video/316226/Frankenparts/
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Quote x-death Replybullet Posted: 21 December 2009 at 8:05pm
ok well i've edited my first post, hopefully its more informative.

is it any better now?
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