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Messages - Fordesoft
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1
Position is officially filled now.  Thank you all who got in touch.  :)

2
Position is potentially filled now, pending contract signing.

3
Hi everyone,

The artist I was previously contracting long-term for my game isn't able to work on the game right now due to personal circumstances, so I'm looking for someone to fill their shoes and finish the remaining art.

The game / existing art style
The game is Eternal Exodus, a monster-catching RPG.

Website: http://eternalexodus.com/
Gameplay video: https://www.youtube.com/watch?v=Acv_Tx3N2mA

The game uses 16x16 tiles.

Here are some screenshots to show the existing art style:









Scope of project

- around 10 tilesets (16x16 tiles) - some larger, some smaller
- misc sprites for minigames
- portrait images
- possibly item icons

Timeline
There's some flexibility here, but ideally I'm looking for someone who could finish all of the remaining art by September or October.  That's a pace of about 2 tilesets per month plus a few sprites per month.

Contract and payment
I use DoContract.com for the contract.  Please be aware that the contract requires your legal name and address (as well as my own).

I'm always extremely quick with payments and can send via your choice of PayPal, Venmo, or CashApp.

Contact info
You can contact me here or via http://fordesoft.com/contact .  Please include a link to your portfolio and your rate.

4
Thanks everyone for your interest.  I've accepted an offer from an artist, so this position is now filled, pending the contract signing.

5
Project background:

This is for a game called Eternal Exodus.

Another artist is already on the project and doing an amazing job, but there's so much art to do, so we've discussed having someone else come onboard to do the bulk of the NPC sprites.

Work description

- 50 NPCs in total

- The majority of these can be small variations of each other.  I was thinking it would make sense to draw 15 unique characters, and then the rest can be variations of each other: changing the color of hair/clothing, and perhaps some instances of mixing-and-matching (take hair from one NPC and the body/clothes of another, that sort of thing)

- I don't have any picky descriptions of what the NPCs should look like or what they should wear; I'm just looking for a generic mix of men and women to put mainly as villagers in the game.  Typical RPG stuff.  Clothing could be Victorian, or modern, or whatever-- it's its own sort of world, so there aren't any hard rules there.

Technical requirements:

- The game has a specific style in place, so I need someone who can match the style.  You can see some screenshots on the Steam page, and here's an example of one of the characters: https://i.imgur.com/VveI58h.png

- Base templates will be provided; please work off these.  Standard 12-frame spritesheets (4 directions times 3 frames each), roughly 18x32 pixels per frame.

- Please adhere to the game's existing palette.  I don't have a palette image to send, unfortunately, but I can send you screenshots or existing sprites/tilesets to grab colors from.

Legal info and payment info:
Before starting the work, I'll ask you to sign a contract made via DoContract to assign copyright of the work (once paid) to my company.  You'll receive a credit in the game and are free to show your work in your portfolio.  To be clear, I'm looking to pay someone upfront for their work here: no revenue-sharing or royalties.

I can pay via your preferred method out of PayPal, Venmo, or Cash App.  I respect your time, so you can rest assured that I'll pay promptly upon delivery of each batch of sprites: always within 24 hours, but usually even sooner.

Please post...
- A link to your portfolio

- Your availability.  It's okay if you can't start immediately, though.  Just looking to have it done by sometime in February or March.

- A price quote.  To reiterate, the work would be about 15 new characters and then 2-3 minor variations of each (recolorings, mainly), totaling 50 spritesheets.

6
Spot has been filled, thank you all who applied.  It was a tough decision with so many talented artists.

7
Hey everyone, thanks to all of you who have gotten in touch so far.  I've been looking through your portfolios (all extremely impressive) and trying to gauge which kind of style would mesh best for the game.

As I think about it more, I think an aesthetic inspired by a modern Pokemon style might work best - particularly for the tilesets.

Here's an example:


Something like that (and still 16x16 tiles), but a little darker/gloomier to match the darker theme of the game, is what I'm leaning toward now.

Does anyone here have experience with that kind of aesthetic?

8
Portfolios / Re: Tony Redmer (slym) - Freelance Pixel Artist
« on: November 11, 2019, 05:11:35 am »
Sent an email :)

9
Hi all,

I'm working on a 2D monster-catching RPG called Eternal Exodus.  It plays a lot like the Shin Megami Tensei games if you've played any of those, but has many unique twists to stand on its own ground.  It's planned for release next fall on Windows/Mac/Linux and PS4 (confirmed), with Nintendo Switch and Xbox One pending confirmation.

Website and trailer:
http://www.eternalexodus.com
https://www.youtube.com/watch?v=yyRrFSTy54w

You can download the beta (~1-2 hours of content) here if you're on Windows:
https://fordesoft.itch.io/eternalexodus

Right now, the game uses art packs for the majority of its art.  It's in open beta right now with a large Discord membership, and while the majority of the feedback has been overwhelmingly positive in terms of gameplay/story/music, the one big criticism I hear a lot is that the art is too generic, or that it's too upbeat to fit the "journey through Hell and conquer it" theme of the game.

So I'm looking to see if any artists would be interested in working on the game to handle a complete revamp of all of the tilesets, character sprites, and dialogue portraits.

Estimated work:
- ~20-25 tilesets (some small, some medium, some large).  Currently 16x16 tiles, but that's not a fixed requirement.
- ~8-12 main character sprites, walking in four directions
- 40-50 NPC sprites (can include small variations)
- dialogue portraits for each main character, with a few emotions each
- some art for a few small minigames

As you can see, that's a lot of art to draw over the course of the project, since it's a large game.  This means you'd have consistent part-time work coming your way from now until the release, planned for next fall.  I would ask that you only get involved if you're completely willing to see the project through to the end, because it would be a disaster to switch artists halfway through and try to find someone who can perfectly match the first artist's style.

If you play the beta and see the potential in it, and you're interested in revenue sharing (or partial revenue sharing and partial immediate payment), I'm open to that as well.  Based on the feedback I've received online and at conventions, and considering it will be published on all consoles, I do expect the game will sell very well.

That said, upfront payment isn't a problem at all if that's your preference.  I have a day job that pays well, so I can fund the initial budget without any problem, but I would aim for a Kickstarter once the initial areas of the game are redrawn and polished.

About me:
My name's Josh Forde, and I've been developing games for 19 years now.  My last game, a 2D platformer called Emerald Shores, released last fall on Steam and PS4 (US, South America, & European regions).  Being a programmer/designer and not an artist, I've hired many artists over the years, and can provide references, who will assure you I'm easy to work with and always extremely quick/prompt at payments. :)

Please post:
- your portfolio, including pixel art tilesets and sprites
- an estimate: hourly rate and how much time a tileset or sprite typically takes
- whether you prefer upfront payment, revenue share, or a mix of both

10
POSITION FILLED!  Thank you all who applied!

Hi all,

I'm seeking a pixel artist for a 2D platformer I'm working on.  It's a fairly small/short game that's already in a playable state, but feedback on my programmer art has been pretty negative, so I'm looking for an artist to come onboard and reenvision things.

The game shoots for a weird cartoony/silly/wacky/surreal vibe, so if you like drawing in that mood and can maybe even take the animations to new levels of ridiculousness, this is for you.

My own preference is toward 16-bit-style pixel art (the game is aimed toward people who grew up with Super Mario World and the like), but I'm open.  Even non-pixel art might work if the style fits.

About the game

Trailer: https://www.youtube.com/watch?v=5bTflHEf7lc

Screenshots and information: http://www.fordesoft.com/blog/posts/announcing-emerald-shores-for-ps4-ps-vita-and-pstv

How much work is involved

- ~6 level tilesets (grassland, cave, desert, snow, swamp, city).  32x32 tiles.  Each currently has ~30 tiles, but many are just simple modifications of the others.

- 2 world map tilesets, 32x32 tiles.  Take a look at the trailer/screenshots to see the first, bigger world: a bunch of terrain in various biomes, plus a few props for decoration in each, and then a few single-tile buildings.  Rough estimate of 60-80 tiles on the first world map, and 30-40 on the second world map.

- ~30 monsters to draw and animate.  Usually small, in ranges around 48x48-96x96.  Each usually only has one animation.

- 5 bosses.  A little larger and more complex than the regular monsters, possibly having a couple of animations.

- 5-10 small single-animation objects: the level goal/exit, coins, orbs, powerups

- 1 main character with these animations: idle, run, jump, climbing ladders, throwing fireballs.  32x48 currently, but open to changing it.

- ~5 NPCs.  Mostly idle animations, but at least one has a walking animation, too.

- world map sprite for main character (single animation of a few frames)

- there's also some digital painting for things like backgrounds, character portraits in cutscenes, etc. (see the trailer).  If you can do those too, that's a plus, but since it's not pixel art like the rest of the stuff above, don't sweat it - I can hire a different artist later for those.

Timeline and workflow

My goal is to have the game out sometime this summer, so ~3 months?  But there are no hard deadlines, so this is flexible.

The workflow to start would just be to start redrawing the things that are already there (~25% of the total game).  If you're working on Windows, I'll give you access to the game so you can easily drop in your changes and test them out.

Experience with Git is a plus, but not necessary.

Creative freedom

When I say "redraw", for most things, the art doesn't have to just be revamped versions of what's already there.  You can completely reenvision things like the main character design if you like.

I'm not married to most of the existing designs; there are only a few that need to be (somewhat) conceptually similar to how they already are for technical reasons or storyline reasons.

You'll especially have a lot of freedom to come up with monster designs.  If you're doodling and come up with a funny monster idea, throw it in there.  Imagine you were designing your own Pokemon: weird is good.

Payment schedule

I'm quick with payments and can send via Venmo, PayPal, or likely others if you prefer.

I'd lean toward a "payment per asset delivered" approach, but I'm open to hourly rates if you prefer and are able to estimate hours involved per asset.

Contact info

Please e-mail me with your portfolio (platformer art preferred) and an estimate.  To prevent spambots: my e-mail address domain is fordesoft.com , and the first part is josh

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