Hello, currently me and a small residual team of spriters have started a small gaming project, that we intend to take to commercial heights. As of now only a small margin of work has been done in the field of character design, and even less in the visual game design such as tilesets, props, etc. which has brung me here today. Right now we are in need of talented pixel aritsts that are willing to stand up to fill the following positions or tasks:
Character Design (2 Of 3 Positions Open) In general this will entail the detailed design of character's clothing throughout all of the main and sub character animations. This is of which includes idle, walking, attacking (stance based off weapon), items (specific items), death, and skills (base model animation based off of each skill). In addition to clothing two sub-categories of hair design and weapon design are also attributed as they are essence to the basic equip/unequipped functionality to the fundamentals of this gaming project. Also there will be other side tasks that will inevitably be assigned regarding a new character skill animation or a specific NPC action, as the game class tree and in general the game itself begins to expand once the foundation of the game becomes sturdy in publicity. The need for these positions right now is fairly high as they are a well-off contributor throughout the game, and will probably pertain to a static position under this genre of development throughout the release-span of this game. Also in regards to the work line quota this position sheds a different minimal quota as it only requires the submission of 1 full stance set per week to maintain this position under this project, meaning all the main stances excluding skills as this would be under a seperate condition as the consistancy of skills will undoubtably change throughout the project.
Monster Design (1 Of 2 Positions Open)Updated! In accordance with the game's theme, this of all genre's is suitably the most flexible of all as there are but very few limitations to deviousness. All of the creations though are subjected under two guidelines or persay limitations. The one limitation and the guideline consist of the monster's size, alas it must be judged in height accordance with the exampled base model (that will be presented when applying under this category) to resolute to a common realism. Yet in reference to the guideline, all monster designs must also follow the stances as descripted above, "Idle, Walking, Attacking, Item (Only For Civilized Races Or Creatures), Skills (Generally consistant of 1-2 except in the cases of a MVP), and Death (Which should be in accordance with the creatures anatomy or bio-structure)." This as well shares a one week quota, but it also entails the subjection of the skill animation stance if the monster should pertain the use of skills. These positions are one of the higher contributing factors, and there will be a possible increase in positions once the project's budget stance has become static after the game has been realeased.
Tileset/Visual World/Scenario Interface Design (1 Of 2 Positions Open)Updated! Now this will be the most challenging of all the genres due to the theme as there will be very few references to the assignments, and the quality that is reserved for this department is highly expected. In general this genre is the mainframe of the entire game as it will be the foundation of which all the players walk upon, and what most of the other genres will be based off of in terms of style, dimension, and quality. These tilesets consist of 32x32 frames spreading a static amount of 8 frames across, and specifically can be as many frames long as is needed by the designated set. Throughout the various tasks there will probably be a request of possibly everything reverting from metal frame work to dungeon catacombs and will relatively diverse based on the exempted location, so this will serve as a challenge as well as a caution to all artists interested in this specific field. These positions of are a high demand due to their importance as the foundation of the game, and alas on average a normal work line quota for this genre consists of a 2 week deadline per set in the reserving matters of a normal scenario.
Animated Props (1 Of 2 Positions Open) To be accurate this is simply a sub-branch off of the scenario design, but it as well spots a high importance in regards to the game main frame. Though this job will be in accordance with the work presented in tileset design as this job pertains for the designated artist to produce random props for the set, that may be attributed to the storyline or just by default to liven the 2D world. Normal standards for this set will require mainly minor props such as bushes, alarms, or larger things such as trees in which mostly will pertain to a 3 directional rubric of which will require the specific props to face in the directions of south, east, and west, with the quaint or rare possibly of a northern or sub-directional direction (NW, SW, SE, NE). The work demand for this will be fairly simple as the tasks will be via request of either myself or of the apparent scenario designer, so there is a ranging quota, but it should follow along the lines of at least 2-4 productions every week.
Icon Design (1 Of 1 Positions Open) In general this as very faint branch off of the character design as all of the contributing weapons, armor, and items will have the need of a display icon in accordance with the designated equipment so that the player can see what the equipment looks like pre-purchase at a vendor, etc. This is fairly easy and has a distant importance, and the designated deadline for this section will be a 1-2 day limit to create an according icon for both drops and the vendor screen once a new weapon, accessory, item, or clothing set has been designed.
Non-Directed Animation (1 Of 1 Positions Open) For the most part this is a sub-category under props as these will be used for various traps, or long range impact skills such as a typically idolized mage skill, etc. that have effects on the designated target and chara-personal appeal. This has a fair importance to both the character class tree and the specific props, and this has a week deadline for at least 2-4 productions every week in accordance.
The above are simply insights into the tasks of the genres an artist will be entering into if he/she choosing an according category. Now the deadlines are just standard average deadlines, and many exceptions do apply in accordance with difficulty or the desired quality, and in cases of notified and excused leave. Yet if a deadline isn't met the artrist will be contacted on the first two offenses and relieved of his/her position upon the third offense, unless with a valified excuse. Now in reference to payment all artists can expect to be judged off of three fields, efficiency, quality, and difficulty. Yet the following payment can be accounted for in average terms, but there will be many exceptions as guided by the field terms listed above:
Character Design: Up to 80$ (Full) (Expect Exceptions) Monster Design: Up to 60$ (Full) Tileset Design: Up to 100$ Prop Design: Up to 15$ (Including Variations) Icon Design: Up to 5$ Non-Direct Animation: Up to 20$ (Including Variations)
The above references to the basic submission commission guidelines. Character and Monster design submissions must consist of all of the designated stances, and in reference to Prop and Non-Direct animation, it means at one set with all 3 directionals along with at least 2 variations of the same peice. Next onto regards of payment method, the main method will be through Paypal except with few exceptions due to the situation of the receivant as another method such as mailing can be used to substitute. Now in terms of time, all payment will be received post-game release as this will be the foundation of the budget of which will be used to pay accordingly to all of the designated artists, and then henseforth by a monthly distribution. Lastly in regards to the terms of employment, all artists must meet their division designated or specifically designated deadline or they shall be relieved of their position and pending commissions to the project. All artists are held only by the terms of the category-defined deadline when hired, and are considered freelancers until acknowledged otherwise by their work efficiency in their contribution to the project in of which they will then be presented with an employment contract.
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