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Messages - doimus
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Hi everybody!

I'm Duje and I'm looking for a pixel artist and character animator who is willing to work on a point'n'click adventure game. The art style is classic early 90s adventure sprite art. The setting is mid-century American Noir. Dames, cars, movie studios, hardboiled detectives and the like. All intertwined with cleverly (or not) placed humor.

Your task will be to draw and animate pixel characters and integrate them into already existing game backgrounds. You will be given high-res concept art for the reference.

There are around 20 characters in game. All of them have static idle stances, most of them have walk-cycle animations and some more important characters have unique animations like fighting etc.
Player character obviously has the most animations - pick up, climb, some other specific.
Walk-cycles and all other animations are mostly 6 to 8 frames or even less.
For reference on stances and animations, take a look at classic adventures on Youtube. Lucasarts, Sierra etc. You know who they are ...  ;)

The game will be financed through a crowdfunding campaign, but I do have a pre-campaign budget assigned.
I'm looking at a $1000 pre-crowdfunding budget for the character artist. That is obviously NOT for all twenty characters, but just for those necessary for the demo and the teaser video. The rest of the work will be done and paid after the campaign.

Here's an example of character concepts:

And here's an example of actual game background with mockup character inserted:

This is a freelance position. You are expected to be professional, be able to communicate remotely and be able to meet the deadlines.

Please reply here, PM, or e-mail me with your portfolio sample, your rates and any questions you might have.


General Discussion / Re: The History of Pixel Art
« on: March 07, 2016, 12:04:03 pm »
I believe there's an important division between pixelart as a necessity vs. pixelart as a choice.

As a necessity, pixelart is tied to computer history, but it doesn't really represent artistic choice. It's just how things were back in the day, so to speak. If you were digital artist, you did pixel art.
Just like playing piano in 18th century. There weren't any classical pianists back then. Either you played music or you didn't. But if you play Mozart on a piano nowadays, it is by choice. If you play acoustic jazz guitar today, it's by choice.

So, I think the whole indie thing is actually very important as it marks the period where it became the art of choice and not the art of technical necessity. So, in a sense, today's pixel art has more in common with pointilism, rather than 1990s digital art.

It's the acknowledgement of artistic value of the past and bringing it into the present day, by choice.
The fact that pixel art looks better at lower cost than high res art doesn't make it any less relevant. Either it looks good and inspires you or it doesn't, regardless of cost.

Because, well, pointilism technique in painting does save a lot of time and paint compared to "proper" oil painting. It doesn't make it any less art, though. Or any more at that matter.

General Discussion / Re: What is an 8 bit
« on: March 07, 2016, 11:29:44 am »
Yeah, whenever you see the 8-bit buzzword, you can most certainly be sure it won't have 8-bit graphics or philosophy in it...

But if there is anything that's common to most 8 bit system it's the locked palette with ... how should we say it politely... weird-ass color choices:crazy:

Once you get the ability to choose your colors, you're most likely well into 16-bit territory. Unless you belong to PC EGA master-race...

General Discussion / Re: good programs to make pixel art
« on: March 07, 2016, 11:18:45 am »
Cosmigo ProMotion has been recently updated. Now it has proper layers (photoshop style), pixel-perfect drawing and with already present awesome tile mapping engine and palette editor, it's the best pixelart app you can have. If you run on Windows that is. ::)

If you don't, there's the close runner-up Aseprite which is multiplatform and has great animation features. Not so great (read: not existing) support for palette editing, dithering or tiles. But it is in quite active development.

I think that's the only two pixelart oriented drawing apps that have been updated recently. Others like Graphics Gale and Grafx2 are in a development limbo of sorts...

Job offers / [PAID] Pixel artist for old-school point'n'click adventure
« on: December 26, 2011, 12:12:14 pm »

I'm looking for a pixel artist willing to work on a classic point'n'click adventure game.
The style I'm looking for is early '90s Lucasarts and Sierra games - low res, pixel characters and late EGA/early VGA background styles (not scanned drawings). Period is 1940s USA, cartoonish Noir style.

There are 16 characters (up to 75px tall, 6-8 frames walkcycle) and around 30 backgrounds that will be either static 320x240 or scrolling (up to 512x240). Backgrounds will have simple animated elements, like 2-frame doors (open/closed), on/off switches, blinking lights, etc.
You will be given full concept art for characters and schematics/layouts for backgrounds.

I can currently offer $5 per character frame and $60 per background.
The work will start in February. We should do some (paid) tests and agree on technical stuff by then.

Please leave your questions, contact details, samples of your work or links to portfolio either in reply to this thread or on PM. Thanks!

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