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DakaSha
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bullet Topic: Time required for good pixel art
    Posted: 02 September 2010 at 2:11pm
First off this is my first post so hello :)

Now to my first question:

I am a game developer in the making (or so I hope) and currently working on a project that (so far) is coming along pretty well and that I hope to finish.

Anyways I'm not asking for an artist since there is no point until I am close to positive the project will actually be finished but I am wondering what the average time requirements are for good/detailed pixel art.

Now I know thats a very generalized question but I am interested in the *general* time requirements.

Just to keep things somewhat n perspective about how long would it take you to complete a complete tile set or animation sheet of lets say 50 tiles/frames at 32x96 pixels?

Or how long would/should it take to complete a complete character portrait at 800x600

I'm aware that a lot of factors come into play here but again I'm trying to get a general idea of what is feasible.

Also the "style" I would be looking for should be detailed but still keep that awesome pixel art feeling.. if that makes any sense

Yes I know I'm a newb when it comes to this but I'm not a pixel artist so forgive me :P
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jalonso
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bullet Posted: 02 September 2010 at 2:49pm
This is almost impossible to answer as you put it...for me.

You are more likely to get a good answer with a somewhat specific list of assets you'll need. For example:

32x32px baseline
Garden tileset
roads, walls, benches, 3 tree, 2 bushes, 1 animated fountain (3 frames)

Cemetery
roads, 3 animated tombstones, 12 single tombstones, 4 animated ghosts

Hero spritesheet
kick, run, walk, spin, fly and die animations (min 4 frames for each action)
etc, etc.

This way the artist understands the 'scope' and can work 'for you' in that the artist can combine tiles from one area to another perhaps just changing a few things like colors or w/e. Save the artist time, save you money too.

The more specific your specs the more comfortable and lenient the artist will be. If you have a musician and other collaborators this is good to mention to as it can motivate.

Give me the right set of specs and I work cheaper, happier, faster...that's this artist's advice to you. As stated I would never even answer you :)

...'a complete character portrait at 800x600' is a very scary line 

Edited by jalonso - 02 September 2010 at 2:51pm
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greenraven
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bullet Posted: 02 September 2010 at 3:11pm
There is no 'general' when it comes to art. Some people can pixel in their sleep, others can't. It depends on the artist really.

If you hire someone like, oh say, Fool he will probably be 'generally' finished within 5 minutes of being on the job. Whereas if you would hire someone like me I would 'generally' be done somewhere within a timeframe of 5 years.

I realize that's not what you wanted to hear, but you're really asking a question that has no real answer: Twelve minutes past tuesday after the second wednesday.

But as jal said, if you narrow down what you want to the tiniest little details we can give you as close to a 'real answer' as possible.

edit:

Also methinks this should be moved on over to the support threads where it belongs.


Edited by greenraven - 02 September 2010 at 3:12pm
"pwnage comes with patience, practice and planning." ~ Jalonso   
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DakaSha
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bullet Posted: 02 September 2010 at 3:19pm
Ok you're helping me either way so i can get an idea of how this works.

But again I'm not looking for anybody right now.. I'm just wondering about how long these things take.

so lets use your examples (only in isometric form):

32x64px baseline
Garden tileset
roads, walls, benches, 3 tree, 2 bushes, 1 animated fountain (3 frames)

Cemetery
roads, 3 animated tombstones, 12 single tombstones, 4 animated ghosts

Hero spritesheet
kick, run, walk, spin, fly and die animations (min 4 frames for each action)
etc, etc.

How long would something like this take. A rough estimate is fine. I just have NO idea at all since i've never done it

Edited by DakaSha - 02 September 2010 at 3:19pm
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Antifarea
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bullet Posted: 04 September 2010 at 2:48am
For time based work, it's best to pay the artist by the hour... you can't tell exactly how long these things will take to someone to make... there are many things that have to be considered, such as quality / number of shades / etc...
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DakaSha
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bullet Posted: 05 September 2010 at 12:21am
*sigh*
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jalonso
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bullet Posted: 05 September 2010 at 7:41am
Originally posted by DakaSha

*sigh*

Double that for the artist!

If your project is directed by you you have to be or get a project manager and/or art director to keep things focused.
You may be thinking that you just want simple game assets, and can't understand why setting a price needs to be so complicated. Well, it kinda is because without clear specs its just impossible to determine.

If I ask you to code a simple game for me. Very simple, just a 'Flash' game with several areas/levels and you agree to do this for me for US$200, And we sign the contract. What would happen when you discover that I really meant that I needed this as Flash AND for the iPhone and a java version?
What if this simple game is part of an online community and you need to create this type of support for those 3 versions too?

You simply must have a concrete plan with enough details for all parties to be clear.

Otherwise, if you just can't deal with all that, have an art budget set aside and freelance single pieces or sets one at a time. For example, start with something like a grass/ground tileset based on 32x32px grid which the artist understands will eventually need water tiles and dirt tiles. The specs for this would be to make every possible combination to create a world/level (to be put together by the programmer) and must be able to go up and down so stairs or ramps are required in this initial set too.

This can probably be done in one week or roughly 5 (8 hour) working days. Since you are no slave owner let's say US minumum wage is $7/hr., at 40 hrs then US$280 is more than fair. Everyone is happy so far...

Now that you have that initial tileset, you can go back to that same artist and request another section, say a town tileset with just 3 unique houses and some fencing that can also be used in the previous tileset too. You can also hire other artists for other things, hero spritesheet, trees, other structures, whatever you need. You show them that grass tileset so that they get an idea for the 'look and feel'. Eventually you have a game asset database to show new artists and get quotes from them.

Eventually you discover that your project kicks-ass and that while you started cheap and didn't think ahead you really do want better quality graphics than you have commissioned...go back to the original artists or new ones (new job, new contract) and show them what needs to be done.

So really the grass tileset that started at US$280 is really US$560. If I told you I'd do a tileset for you for $560 right now, you'd probably freak. Now imagine that I don't work for scale (which I don't) so realistically, I'd quote you blindly, without many or any specs, $1000 for a basic outdoor grass tileset, but I just know from experience that YOU WILL make me edit and remake quite a few things (half of it) because nothing is more complicated than 'make me something simple'. So I give you a quote as you asked, because unhappy programmers make me sad. Remember, you get what you pay for.

I quote you US$1500 for a basic outdoor grass tileset. That's YOUR price not my ususal fee



Edited by jalonso - 05 September 2010 at 11:25am
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DakaSha
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bullet Posted: 06 September 2010 at 2:24am

Has anybody here noticed that I HAVE NOT asked a SINGLE thing about pricing/rates?

I also do not think my question is very hard to answer. Yes I am aware that a lot of things need to be considered (as i stated right off the bat) But I was thinking people would give me average time frames of things they have worked on in the past (yes if 5 people did that i would get an idea even if they were very different) instead of jumping right to condescending BS mixed in with how much they should be paid :rolleyes:

Never mind. I will find out elsewhere. At least I learned who not to consider here ^^

Good Day ^^

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ultimaodin
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bullet Posted: 06 September 2010 at 8:09am
Ok ummmm I may be wrong but I think Jal means money offered is incentive as well as giving such minor details of work will prob cost more both in time and money.
True he went a little ridiculous and I seriously want to know if you'd really charge that much? I'v only done a few standard char-sets (128w x 256h) for $5AUD. Then again I'm a pretty below-par pixel artist.

Anyway back to subject. Honestly for the tilesets, if I were to focus on them entirely (hence money incentive as jal eluded to) would probably take a two weeks each for a high quality.  (I have a full-time job)  For the animated fountain etc... would take longer because I suck at animation. (really should try practicing that more)

Th ABS like sprite sheet I wouldn't be able to give an idea for you because along with animation Anatomy is also a weak point of mine therfor being a horrid double whammy that would probably take me a couple of months at my current level.

As for other people. Well as stated there is no genera in pixel art or any art for that matter.
The world is but a shadow of emotion, cast in shades of grey.
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cure
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bullet Posted: 08 September 2010 at 12:44pm
locking thread, hope whatever forum DakaSha visits next is more receptive to rude whiners.
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