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phi6
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Quote phi6 Replybullet Topic: [FILLED] Shoot 'em up pixelart
    Posted: 03 August 2012 at 8:17am
For the past 2 months I have been working on a retro super pixellated shmup for the iPhone, and I am nearing completion in terms of coding.

At the moment I have created my own graphics, but since these are my first attempt at pixel art the result is not up to standard.

Early screenshots:
http://www.pixeljoint.com/forum/forum_posts.asp?TID=14757&PN=1

Official trailer:
http://www.youtube.com/watch?v=WxyBhBjsPgY

Early gameplay video:
http://www.youtube.com/watch?v=BYwP7g4iDIY


I have decided to enlist an experienced pixel artist to help with the graphics. I know it is not a fun job to clean up another artist's amateur mess, so I am willing to make this a fully paid project.

The only conditions are that I would like to maintain the green feel and general concept of the ship, aliens and backgrounds. Otherwise, I would be happy for the artist to create the art from scratch, providing her own style and palette if they want to. Ideally I would like to stick to the 3x3 pixel sizes, but I am open to changing this if an alternative looks good.

I will consider any paid artist, and willing to negotiate a reasonable quote.

Cheers!

EDIT - My e-mail address is phidinh6@gmail.com if you would rather contact me that way.

Edited by phi6 - 13 August 2012 at 10:37pm
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Buddy90
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Quote Buddy90 Replybullet Posted: 03 August 2012 at 5:25pm
I sent you an e-mail, and I am interested :)
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wormwood
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Quote wormwood Replybullet Posted: 12 August 2012 at 11:20pm
Hi Phi

Here's a screen mockup for your retro triple pixel shmup ...


[ShmupMockupJL01a.gif]

If you like the look of it then let me know on here and I will contact you via your e-mail address.

Jon (wormwood)

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phi6
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Quote phi6 Replybullet Posted: 13 August 2012 at 7:13am
Thank you for your mockup Wormwood.
Unfortunately I have decided on another artist for the project. I do love your style however and will contact you next time.

Cheers
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wormwood
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Quote wormwood Replybullet Posted: 13 August 2012 at 9:46am
Oh, that is disappointing. I was, rather arrogantly, thinking you would be certain to choose me. May I ask you the reason why you didn't? Was it because I was just too late in posting my mockup, or do you prefer the style of the artist who you decided upon?

Anyway, best of luck with your game. Let me know when it's released. And yes, please do contact me if you need an artist for a future project. I will send you an email so you have my contact address.

In the meantime, I think I'll try finding a programmer to partner with for a shmup to use my mockup's graphics. Any iOS/Android/Flash coders out there interested?
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Quote Voley69 Replybullet Posted: 13 August 2012 at 6:50pm
Yes, I am.
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phi6
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Quote phi6 Replybullet Posted: 13 August 2012 at 11:25pm
Hi Wormwood,

Yes, I am willing to offer constructive feedback for you regarding your mockup.

1. I think your mockup fits the brief perfectly, so I have to commend you on that. Your sprites are much more detailed and well designed compared to mine, and you have stuck quite faithfully to the green feel.

2. I think even though I wanted to create a retro shmup, I feel your designs are a bit too dated even for that. It's hard to put a finger on, but I felt that your sprites were quite flat looking and lacked depth (the powerups especially, and the 2 smaller enemy ships). Maybe the clouds were to do with this, the required layering is missing for parallax effects.

3. I do have to admit, those 3 bubbles on the right are seriously good though.

I hope you understand what I'm trying to say. I did want the retro style which you have done well, but was also looking for a more edgier and distinctive ship design, and I felt that yours were a little bland and generic.

For your reference, I ended up choosing my artist based on the following mockups. Note that we ended up with this colour scheme after he provided green assets, so you have done nothing wrong there.



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Quote wormwood Replybullet Posted: 15 August 2012 at 10:02pm
Hi Phi

Thank you very much for the feedback. It was generous of you to do that. Now I don't feel quite so rejected considering that the artist you chose used x2 pixel size instead of x3. No disrespect to the work he's done, but obviously it's much easier to create an impression of depth when there are more than twice as many pixels to work with. For example my player ship sprite is 13 x 9 = 117 px, and his is 21 x 14 = 294 px.

I intended to try improving the impression of depth at such low resolution by giving each of my sprites a short continuous animation loop, such as the enemy ships tilting from side to side on their horizontal axis.

Your artist has done a great job of reinterpreting your original sprite designs. I especially like the bug eyed enemy ship. The player ship is a bit squat and beetle like for my taste. I would rather pilot something more hardcore in style, like the drop ship in the movie Aliens.

It is interesting that you have changed from x2 pixel size to x3. That is possibly a wise decision. So long as the pixels are noticeable at x2 size then the game will be considered retro, but pixels at x3 size might just be too large for many gamers to accept. 160 x 106 pixels is lower resolution than even the original Game Boy. Although having said that, I think a game made well at x3 pixel size would still be worth publishing.



Edited by wormwood - 15 August 2012 at 10:14pm
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phi6
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Quote phi6 Replybullet Posted: 16 August 2012 at 3:34am
Thanks Wormwood that's a fair point!

Yes after some discussions we went with x2 pixels because of the extra detail it would allow, so I respect your opinion on that regarding your mockup.

Incidentally, it would be interesting to see how far you could push low-fidelity pixels. Games like Passage and Superbrothers: Sword and Sorcery do amazingly well to portray their characters, even with the huge pixels!

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Quote wormwood Replybullet Posted: 22 August 2012 at 8:45pm
But now, with your reference to the artwork in both the Passage and Sworcery games, you are talking about very different aesthetics compared to what you were aiming for with your initial artwork for your game. Passage simply has an overt pixel style. Sworcery is drawn in an abstracted rectilinear style that makes almost no attempt to give an impression of depth to the sprites, except for some non hand drawn overlaid light and texture effects.

It is also a style that makes no attempt to compensate for a lack of resolution, and so it avoids anti-aliasing. Adopting this flat hard edge style means that characterisation is easier to achieve at lower resolutions because individual design elements can be drawn with just one pixel. But to give that same element any kind of depth, or smoothing, usually requires at least two pixels.

BTW, in case you aren't aware, making your game at x2 pixel size means that it's the same resolution as the Game Boy Advance screen, 240 × 160 pixels. Nice one.
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