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Messages - Sharp
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Thank you for your interest, we have found what we're looking for.

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Hello, all. A friend and I are working on our first game together. She is doing all of the art and providing a majority of the artistic vision, while I am taking care of all of the technical and managerial roles. We want our first our first outing in the game world to really be well polished, even if it's highly unlikely we will produce a commercial success. My friend is a very talented artist, and I'm incredibly lucky to have gotten her help. However, while she's had lots and lots of practice in traditional art, (Examples: http://i.imgur.com/osXE2UA.jpg and http://fc06.deviantart.net/fs71/i/2013/025/0/c/009_by_lopsmash-d5sp32f.png ) she's relatively new to pixel art. (Examples: http://i.imgur.com/rswUjo5.gif and http://i.imgur.com/rfRJ6wu.gif )

I'm looking for an experienced pixel artist to provide one or two one-hour live one-on-one tutoring sessions over the internet for my friend on pixel art. Preferably, we are looking for someone who has worked on the art assets of a completed game, from beginning to end. The more of this kind of experience you have, the better. As you can see, she is already a good artist, and not even a bad pixel artist. We're looking for someone to show her how to improve upon her weak points in spriting, and help her with techniques to improve her spriting speed. While there is no substitute for good old fashioned experience, the advice of a skilled guide who has tread that road before can prove invaluable in most fields.

If you are interested and are confident you have the ability to help improve my friend's skills, please e-mail me at Sharpevil@gmail.com with the following:

    A link to your portfolio
    An overview of what knowledge and techniques you believe you can confer upon my friend
    A quote of the price for your services


As well as any other information you deem relevant. Our budget is relatively low, but price is not the only thing we will be looking at. A single hour with a master is more beneficial than three hours with someone rehashing online sprite tutorials.

EDIT: Of course, if you're not interested in tutoring for one reason or another, but still feel you have important knowledge to share, we're always looking for new friends in the field. Shoot me an e-mail anyway, and I'll send you my Skype.

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General Discussion / Re: Found an artist, but what to work on first?
« on: December 12, 2013, 07:46:31 pm »
Alright, thanks for your insight.

And yeah, placeholders are a given. I already had a working prototype of the game before the artist joined the project, and I certainly wouldn't have had that without placeholders.

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General Discussion / Found an artist, but what to work on first?
« on: December 11, 2013, 11:59:42 pm »
Hey everyone. I'm the technical half of a two-man project, recently joined with an artistic half. I figure many of you likely have far more experience working on games than the two of us put together, so I was hoping you could share some tips about making assets for a game. Particularly in the realm of what should be made first. Is there any method to your personal madness, or have you gotten good results just hammering away at the pixels of whatever asset strikes you as important at the moment?

I'd like to schedule it in such a way that the entire first area of the game is presentable early for promotional materials. If possible.

For a better idea of what assets will need to be made, here is a list of what we expect to need:
Character Sprites - (May use one model for all classes and simply add minor details to show class, e.g. Rogue Legacy)
UI Elements - Menus, as well as player info which will be at the bottom of the screen at all times.
Equipment - At least off the character. Possibly on the character.
World Tiles - The game will take place mainly or entirely within a sidescrolling dungeon, so we'll need tiles for the walls and background.
Enemies/NPCs
Projectiles and Spell Effects
Skill Tree Item Images - For each skill on a tree, we want an image. Obviously, we could reuse some images for similar skills on other trees.

As you can see, there's an awful lot to make, and so voices of experience on the design process could potentially help us avoid some rookie mistakes.

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