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Messages - Tuna Unleashed
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Thanks Chris, appreciate that  ;D

Hi, I'm Gordon. I've been making my living freelancing for indie games for the last 5 years, and my experience in indie dev goes back over a decade. I also studied traditional animation in Toronto for 3 years. I'm a uniquely qualified game artist, capable of creating high quality pixelart animations in any style, with fluid, realistic animations. I can design characters, environments and art styles to the specifications of any client, and I work very efficiently. I pride myself on versatility; I always aim to deliver 100% satisfaction to anyone I work with, and I can deliver artwork that's realistic, cartoony, retro, or anywhere in-between. If you need my services just reply here. I charge $40/hr USD and am available for work now. Let's get started!








Job offers / Re: Art for platformer game
« on: March 02, 2020, 03:20:06 am »
Hey, I see you're looking for a pixelartist?
My name's Gordon, I've been working in animation and game art for over a decade. Check out a sample of my work here:
As you can see I'm detail oriented and versatile, and I work quickly as well. I'm extremely experienced with character action animations. I studied animation and anatomy in Toronto for 3 years and have been working in game development since I was a teenager. I charge $25/hr USD and depending on the complexity of style/size, could do a 10 frame animation in 5-8hrs. If you'd like to see more of my work or know more about me just ask. I can start right away, so just let me know what you need from me.

2D & 3D / Short Film Shots
« on: April 02, 2019, 12:19:23 am »

workin' on a thing, doodly doo

3 weeks is definitely not doable unless you had a massive team, and even then unlikely. Also I'm not sure what kind of budget you're expecting but at a conservative guess something like this would probably cost around 200k unless you want to go for a exceedingly minimalist art and animation. Does that seem like something you think you're ready to tackle?

Pixel Art / Re: skeleton figure; first attempt on movement
« on: October 04, 2018, 08:43:39 pm »
Great start, you have a lot of ambition animating an anatomical skeleton. There's a lot of good parts in the animation, the balance and overall "wobbly" feel are really charming. I think you want more of a flow to the way the body connects, however. Picture the force of the movement as starting from the feet, pushing off of the ground. The muscles of the legs stack on top of that, balancing the pelvis. From there the spine curves upward, supporting the arms, neck, and head. If you plan the movement out in that order, you should get a much more naturalistic feeling motion in the end.

Pixel Art / Re: [CC] - 8-Frame Walk Cycle
« on: October 04, 2018, 08:39:23 pm »
Its looking a lot better! When animating, try and think of what motivates every movement, what parts are conscious and unconscious, the force of gravity weighing down on his limbs, the effect of his posture. There's infinite depth to a walk cycle, try and take advantage of as many elements as you can.

Challenges & Activities / Re: The Daily Sketch
« on: October 04, 2018, 06:12:51 am »
1hr cafe sketch in montreal

Pixel Art / Re: Kitchen Knight: Art & Animation Critique
« on: September 24, 2018, 03:18:30 pm »
I love the playfulness of your animations.
Keep it up! You've got an amazing talent  ;D

Pixel Art / Re: [WIP] Demon Skull
« on: September 12, 2018, 09:11:57 pm »
I really dig the chunky outlines. Looks like you have some fairly minor structural errors with the eye sockets, and the lightsource needs a little more consistency, mostly in regards to how light is hitting the lower jaw.

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