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| Author | Message |
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prime31
Seaman
Joined: 18 May 2013 Online Status: Offline Posts: 1 |
![]() Topic: [PAID] or [UNPAID] Artist needed for platformerPosted: 01 May 2014 at 12:18pm |
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Company Info: prime[31] doing business as Rad Noodle Games (new spinoff company for publishing games in house)
Contact: either PM or use the contact form here: https://prime31.com/contact (just be sure to mention this post if you use the contact form) Company website: http://prime31.com and the spinoff Rad Noodle Games (site not public yet) http://radnoodle.com Compensation: negotiable. Based on experience. Compensation Explanation First off, let me explain why this is listed as both paid and unpaid. There are a lot of good pixel artists that don't have any experience creating art for games but want to get started. If that is you then I can teach you the things that you need to know when making game art so that you can start getting paid work and will have a portfolio started. The game has no hard deadlines so if there are any skilled pixel artists that want to learn the details of making game art then I wouldn't mind spending some extra time explaining the details of what is needed and why. If you have a hunger for knowledge then this could be a good fit for you. If you are already an experienced pixel artist who has made some games and knows the ropes then we can go the paid route. Just send over a portfolio (preferably with the cost each piece of artwork as previously billed) and your desired compensation. You will need to have experience making tile-based games and animating. Scope The art needed is for a low res (design resolution approximately 280 x 170), tile-based precision platformer (think Dustforce mixed with Samurai Gunn as a rough idea of the game). The setting is ancient Japan and includes some indoor locations and some outdoor. The art style is low res (10px tiles and 10 x 20px main character) with no selout or outlines (something like Super Time Force or Samurai Gunn for example). The main character needs a bunch of animations (idle, run, jump, hard fall, air dash, swing sword, wall run, wall slide) so experience animating a character is a must. Creative Freedom The game has no hard deadlines at the moment and the engine is already built and quite flexible. I have no problem bending the requirements if an artist has some ideas that they would like to see thrown in. If there are particular locales you want then we can work them into the game. If 10px is too small for the tiles we can double it. I like working with artists who have some ideas they might want in a game so if you want to get involved with art direction/game feature ideas and not just take orders that is fine with me! Required Artwork - mostly low res tilesets (10px tiles) of indoor and outdoor locales - main character with aforementioned animations - some really low res, low frame rate environmental props (stuff like a work crawling, bugs fluttering, a bird, etc). Basically some props to give some life to the environment. - low res, plain backgrounds without much detail (mostly plain-ish silhouette shapes) that can be broken into layers (parallax scrolling if you know what it is) - a few baddies: a couple humans with a small amount of low framerate animations and some other randoms |
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