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Topics - 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:

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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