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Messages - IGameArt
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Job offers / [PAID] Senior Pixel Artist for Starr Mazer DSP
« on: January 16, 2019, 12:33:41 pm »

Last year SubPixel Studios teamed up with Imagos Softworks to complete their game Starr Mazer DSP, a retro-sexy, roguelike SHMUP set in the Starr Mazer universe! With the next early access update coming very soon, Imagos Softworks and SubPixel Studios are looking for a talented pixel artist to help create the final acts of the game.

We are looking for a creative, collaborative Pixel Artist with multiple skills and a passion for creating high quality assets.

Your Tasks include:
- Creating sprites from concept art or design docs
- Creating tileable backgrounds and level assets
- Animating ship and creature assets
- Creating and animating pilot portraits
- Creating various visual effects elements (bullet hits, laser beams)
- Must be able to craft a cohesive look matches or improves what is currently in the game.

Skills and Requirements

- Expert understanding of scifi/mech design, and animation
- Specialization in creating stylized characters/sprites
- Great understanding of color theory
- Experience working on console or mobile game assets
- Good Communication skills
- Love of retro chunky pixel goodness
- Passion for making and playing games

How to Apply

To apply email your application to: art.subpixelgames@outlook.com

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Pixel Art / Re: Folio: +Revisiting Old Work. [ C+C ]
« on: May 29, 2016, 07:59:35 pm »
Improvements?


I'm keeping it symmetrical for now, but there's a chance If i do decide to animate that I'll make it more asymmetrical.

also, here's some old work that I'm revisiting:

Here's my current progress:

More progress:

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Job offers / Re: [Paid] 2d artist needed for simple demo - $500
« on: May 25, 2016, 06:14:36 pm »
Expressing my interest. You'll receive an email from me shortly ;)

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Pixel Art / Re: Folio: +Cacodemon Demake. [ C+C ]
« on: May 24, 2016, 09:56:20 pm »
Being a tremendous fan of Doom, removing the Cacodemon's mouth glow would be against my religion almost lol.


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Pixel Art / Re: First Thread, looking to improve
« on: May 24, 2016, 01:10:10 am »
I made another thing today. Inspired after beating Doom 2016, I decided to demake the cacodemon to match the colors of the original and at roughly the same size. This is a little bit smaller.


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Pixel Art / Re: First Thread, looking to improve
« on: May 22, 2016, 01:52:36 am »
I decided to go for broke and changed weapons at the last second, I think this actually works out a little bit more in my favor.


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Pixel Art / Folio: +Revisiting Old Work. [ C+C ]
« on: May 21, 2016, 11:03:58 pm »
Hey guys, been a member here for a while but figured I'd finally start a thread. I'm looking to improve my pixelling skills, and eventually my animation. I've been a pixel artist as a hobby for quite a while, and have produced art for a few small indie games, and some bigger-ish indie games. I'm looking to improve my portfolio so that I can hopefully get enough work in pixels to afford me going from full time to part time at my current day job.

Anyways, enough talk, here's my latest work. Each guy in this sheet is a really quick sketch, around 20-30 minutes of pixel tinkering each, no color palette to work from.

I know there are a few issues with the pose and hands on the Rogue Mouse (that's a knife in his hand), and I'd love to see how you guys might tackle something like that, or what I could do to make it feel a bit more robust?



And a caco: 

Some old work that I'm revisiting:


Current status (DB32 Palette):


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Job offers / Re: [PAID] Pixel artist wanted for SNES project
« on: May 21, 2016, 02:18:28 am »
Sent you an email. The project seems really intriguing :)

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Job offers / Re: [PAID] Hiring lead pixel artist/animator
« on: May 21, 2016, 02:10:37 am »
Expressing interest. I've just sent you an email :)

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I really like the potential of this, and think after some time I'll probably get more accustomed to the bindings and control schemes, but at the moment it feels a bit clunky, and I keep placing tiles along the wrong axis.  I think improved or automatic placement of the 3d cursor would help with that. But so far the biggest issue i'm having is just getting the tiles to place along the correct axis. I seem to have to constantly rotate the view until the placement is right. Maybe if you could implement a few hotkeys to define what axis to place the tile along?

In any event, I'm really liking the app so far, and as soon as I can, I'll send you cash to unlock it :)

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