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Messages - jagged software
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Pixel first, ask questions later.
My goal is to be more like Skull. then I'll be pixel pimpin'.
Moving right along.. I'm not a pixel artist myself, but my goal is to help bring the old styles back. it's kind of hard because people were forced to do good dithering back in the 8bit and 16bit days, and now it's a lost art. There's only a few people I've seen who know how to use dithering and contrasting colors very well. and I plan to find them and commission them until they can't pixel anymore or atleast until they wear out a few mice or touchscreens.

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Pixel Art Feature Chest / Re: Feature 01 - Kraken Vs. Vikings
« on: August 06, 2006, 10:33:05 pm »
I like the cartoony style, cure. ;D

edit/add: Unlike the following post I like the new version better :D the only thing I like more about the old version is more sky allows for a better perspective.

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General Discussion / Re: The Future Of Pixel Art
« on: August 05, 2006, 04:54:02 am »
Skull: I'm with you on that one dude.

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Pixel Art / Re: Red dragon [edit 2]
« on: July 30, 2006, 07:19:55 pm »
I like the contrasting blue light from the southeast. that's what makes the picture for me.

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General Discussion / Re: Goblins Of The Game Industry
« on: July 30, 2006, 10:31:17 am »
ounce of prevention  >  pound of cure

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General Discussion / Re: Goblins Of The Game Industry
« on: July 30, 2006, 10:28:44 am »
This is a great thread, Shivers. Some excellent points are made.
The bottom line, everyone, is cover yourself. Either as the employer or employee.
A little protection goes a long way.

Be open with your peers. If you've got a problem or opinion, voice it. It's healthier than the alternative.

And for god's sake, if you're a developer, get a gameplan going instead of shooting from the hip. Plan the ENTIRE project out to get a good flow pattern going, streamline the whole process. You'll get better gas mileage.

And learn from history or it will repeat itself. Find out why all the other millions of games before yours failed. And get a plan on how to overcome the problem.

Developing the game is one thing, running it is another - it's a delicate balance, like an eco system or economy. It doesn't take much to crash. Murphy's law says if anything can go wrong, IT WILL - be ready for it!

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General Discussion / Re: The Future Of Pixel Art
« on: July 30, 2006, 10:04:27 am »
I haven't read replies to this thread yet, but I'll give my two cents.
I don't see pixel art so much as a way of getting around hardware limitations, I see it more as a show of skill. Pixel art is much more appealing (if done right) than 3d in my opinion - it is more immersive, more direct, more impressive.
I don't think it will ever die. The screen you're looking at right now is all pixels. Someone will always express themselves and interface directly with pixels, manually.
Besides, I will do everything in my power to prevent pixeling from going out of style and I encourage everyone else to do the same.

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General Discussion / Re: Summer 72 Hour Game Development Competition
« on: July 30, 2006, 09:49:07 am »
Very cool. I would not get any sleep though, because I'd be adding stuff up until the final minute. but after I wake up after a 72 hour slumber, I'd be amused.

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General Discussion / Re: Pixelartist salary?
« on: July 30, 2006, 09:40:24 am »
I will agree in that a 'standard' rate for pixelling is going to be somewhere around $20 - give or take ten bucks. That is either what people expect or most indie developers can afford or are willing to invest. How many hours they can work you is a different matter.

When it comes to commercial developers, they have a much higher budget, plenty of hours to work, but deadlines. so you're basically being paid to expediate things. probably takes minutes off of your life from stress though.

Now, someone with a good sized portfolio has a lot more grounds to negotiate. But you're going to be making it harder on yourself because expectations will be higher. I think artists that get cocky end up having a harder time. but if you're on the flip side of the coin, never sell yourself short.
if your work speaks for itself that's all that matters. try to be fair and expect fairness from the other party.

In this line of work, there are always tradeoffs. Developers tend to pay depending on the artist and the artist tends to charge depending on the developer. it's a symbiotic relationship. But I'm only an indie developer, so treat my opinions as such.

I recommend setting a standard, 'fair' rate, charging more for intricate or detailed images, then the famous 'attitude adjustment fee' based on how things are going.

I tend to send more work to artists who have a good work ethic, and after that it comes down to price vs quality. I treat fairness with fairness.

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