Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - DapperChapStudios
Pages: [1]

1
General Discussion / Re: What to look for in an artist (Question)
« on: July 27, 2012, 02:24:14 am »
Thanks for the input so far.

RE: 32
I made the resolution that high because its what the engine can support on the target hardware, and wrongly assumed that more pixels to play with would make things easier rather than harder.
[edit] I just read through that gamasutra article. Thanks very much, it was extremely informative.

RE: DrD
I agree with your point about experience over talent; however the core ideology behind our studio is to give talented amateurs their first chance to make a game. We do this because the catch 22 of the industry is that new artists/designers/programmers can't get hired without professional experience, and can't get professional experience without getting hired. Perhaps this is less the case for artists, but I suspect it is at least partially accurate.

However, something that I'm still curious about is the spec sheet I have provided here sufficient for an artist to get to work, or are there essential variables I've missed? Some equivelent to polycount that I don't know about.

2
General Discussion / What to look for in an artist (Question)
« on: July 26, 2012, 06:02:02 am »
Hello Pixelation,
We are in development of our first commercial title, and require some art assistance.
Our studio (read: group of university students/graduates), is mostly made up of programmers. Our team consists of two programmers, a producer, a marketing student, and a community manager.
The observant among you will notice that there is a big black hole where an artist should be.
Unfortunately, the gap in our 2d art expertise is so deep, that we're not even certain if we know what we're looking for.
So, rather than posting a job request with holes in it and advertising our inexperience, I thought I might just ask for some community wisdom.

The tech specs that I know we require are:
-   Full frame animated sprite sheets
-   Each frame being no greater than 128x128 pixels
-   Walking animations in 8 directions per character
-   Aiming and shooting animations in 16 directions per character
-   Orthographic "camera" tilted left 30 degrees, down 30 degrees from horizontal north
-   Orthographic light source tilted down 30 degrees, down 65 degrees from horizontal north.
We have collated concept images for each unit as reference.
Sprites are to go into the Unity3D engine for a multiplatform hold-the-line RTS/defense hybrid. Primary platforms are iOS, and Android with a PC/Mac port planned.
An early build of the game is available, a link will be sent to interested parties.
Payment will be profit-share, details will be discussed privately.


Can anybody advise me of any technical details that should be considered before taking a sprite artist onboard, or any variables I've missed, as this is my first time working with sprite artists.
Thanks for all your input.

Jack Arnold, Producer



Pages: [1]