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Messages - AdamTierney
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51
Let's consider 'professionally' to mean any projects or applications of your art, not just paying jobs. So where you'd like your art to be in 5 years, and what you'd like to be doing with it then.

- Adam

52
Simple question. :) For me:

Professionally: Working on some original IP (non-licensed) games for work. Non-commercially, doing some design/art for a retro platform (ie, Atari 2600 or NES).
Artistically: My pixelling skills have gone to crap, but I'd like to improve my animation skills a bit (2D and 3D).

- Adam

53
Pixel Art / Re: EGA FTW!
« on: February 18, 2007, 06:34:43 pm »
20 characters are no Yus bird? For shame...I really like these, though.

- Adam

54
General Discussion / Re: Animation Help
« on: February 18, 2007, 09:56:06 am »
Konjak rocks at animation. One of the best pixel animators I've ever seen. :)

55
General Discussion / Re: Goblins Of The Game Industry
« on: February 17, 2007, 07:47:54 am »
I think that's maybe a little bit pessemistic. I make a pretty good living in pixels, and I don't have to work on projects I hate to do it. But a lot of your advice is well-said.

"Bully/Dog eat Dog call it what you will is GTA with kids. It's the Sims with violence. Who in their right mind would want to sit building Sims year after year?"

I'm guessing you haven't actually played the game? Bully has some of the most refined, intelligent game design in years and the story and characters are just fantastic.

"If you come into the games industry you must realise that what was once fun becomes the way to pay the bills, pure and simple. And if Microprose offer you a quarter of a million to develop Strawberry Shortcake or Muppet babies. You snatch it out of their hand so fast their heads spin. And hopefully you can try to do the best Strawberry Shortcake or Muppet babies title ever."

But those licenses aren't necessarily a bad thing either. It just depends on where your interests lie. I've found that it's often easier to create new gameplay and convince a publisher to go with stranger gameplay ideas on a less-prominent license, not to mention your gameplay is less built-in. By this I mean if you work on a Naruto game, the gameplay, animation style, etc. is pretty much decided on and expected before anyone starts on the game. With a Strawberry Shortcake game, there might be a lot more room for experimentation and artistic ownership.

- Adam

56
How about another topic - having people critique a site's layout and distribution techniques without the creator having posted it here himself? Helm linking to Alex's site and asking for opinions on it isn't much different than me grabbing an image from someone's directory and dropping it onto Pixelation for comments without their approval. Just one more reason I think this whole thread is uncalled for, I guess.

- Adam

57
I think what Alex is doing is fine. He's creating content, and charging for it. Just because it's like free content here doesn't mean it has to be free elsewhere. So long as he's not reserving content created by people other than himself in these sections, I don't see what's to argue about. I'm frankly kind of surprised you made such a spectacle about it, Helm. This really could have been handled via PMs if you're really concerned about it.

- Adam

58
General Discussion / Re: Lego pixel art
« on: February 11, 2007, 08:43:18 pm »
nothing new... ive tried it but its hard to find the right colors

It's new in that these are sets sold by Lego, not just people pixelling with pieces.

- Adam

59
General Discussion / Lego pixel art
« on: February 11, 2007, 06:48:51 am »
Has anyone posted this yet? I was at the store tonight and saw that Legos has a new line called 'Mosaic'. Basically they give you a flat panel and a ton of pieces, and instructions on how to create a flat image. The result is more or less pixel art. It's interesting to see the sensibilities of this art style applied to something as universal as Legos.

http://shop.lego.com/Product/?p=6162

60
General Discussion / Re: Tablets
« on: February 08, 2007, 10:53:19 am »
I've used Wacom and Aiptek and they're both lovely. If the size suits you, get an entry-level Wacom (more software support and a more solid product). If you need something big and don't have the cash, get an Aiptek.

- Adam

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