Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Phoenix849
Pages: 1 ... 5 6 [7]

61
Pixel Art / Re: [C+C] Mobile game background
« on: October 16, 2014, 10:58:22 pm »
Thanks for coming by. I know about the "blockiness" of the character. It came from the client as it is. We will probably discuss what could we do about him.

62
Pixel Art / [C+C] Mobile game background
« on: October 16, 2014, 09:43:41 pm »
Hello, fellow pixel masters. I'm working on a background for a mobile game. It's a poor district of some town. At this point I'm happy with amount of details, but something feels wrong. Does it feel bland because of the colors, or something else...

The game will be about the guy jumping on the wires, so I'm afraid of using saturated colors for the background, because player should concentrate on catching the right spot on the wires. Smoke from the pipe will be animated, and plane will slowly fly. Brick wall at the bottom is a place for UI and controls. The character will probably stay the same. In game everything is scaled x4.

I'm looking for more juicy and "fun" look perhaps.

 

63
Portfolios / Oleg Klishin 2D game art (pixel and hi-res) & animation
« on: July 31, 2014, 12:10:33 am »
You can contact me at OlegKlishinArt [аt] gmail.com
And visit my website at olegklishin.com

Hello, My name is Oleg Klishin. I'm a freelance artist from Minsk, Belarus. Since my childhood for about 10 years prior I've been pixelling and making personal games. Then in 2014 I began freelancing professionally for various projects. I'm also a hobbyist game developer and an electronic musician, developing small pixel art based games in my free time. I usually work on tilesets and environments, but occasionally do all kinds of work from icons to character animations.


Some of my latest contract projects include:

Siralim - RPG-perspective tilesets
Land in the Air - additional stage backgrounds
Mars Colonies - additional isometric tilesets and buildings
Spellwrath - monster sprites and some animations
Coromon - NPC art and effect animations
And about dozen or so various unannounced games. You can see artwork samples below.

Personal and gamejam projects:

Pew-Pew Invaders (Indies vs PewDiePie jam)
Last Rooftop Hero (Ludum Dare 31)
Microchips Eater
Deathball Tournament
King of Washington (Global Game Jam 2015) - 1st place at local gathering in Minsk, Belarus
Words are Weapons (Ludum Dare 32)
Adventures of Mr Blocky (4 minigames for More is Better jam)
The Actual Monster (Ludum Dare 33)
Agent Hooker (Ludum Dare 34 - 3rd place on Jam Overral)
The Trapped Heart (with Darren Grey for Seven-Day Roguelike 2016)
You cry but no one responds (text-based adventure for Ludum Dare 40)
You Broke the Game (Ludum Dare 45)



================= ARTWORK SAMPLES =================


Agent Hooker animations (Ludum Dare 34):




Spellwrath animated monsters:



Mobile game character:



Action game characters:







Strategy game characters:




Roguelike characters:



Static char sprites:






Game icons:






Platformer tilesets and mockups:











3/4 perspective (or "RPG perspective") tilesets and mockups:













Hexagonal tiles:





Backgrounds for point-n-click game with 8-bit-ish feel and palette:





Non game-related personal artwork:









Hi-res digital art:

 






You can also visit my website for more artwork samples: olegklishin.com

If you are interested in hiring me to do artwork for you, please contact me at OlegKlishinArt [аt] gmail.com and I'll gladly discuss details with you.

However, beforehand I must notice, that due to being officially registered I am required to work with bank transactions. No PayPal, sorry.


Thanks for checking my art, and I hope to hear from you soon!

64
Pixel Art / Re: [WIP] Improving my character & scenery-piece
« on: July 12, 2014, 10:33:01 pm »
Light falling through windows doesn't need outlines, it looks awkward.

Also google "handgun pose" and something like that. I think left elbow could be lower and bent. Or at least it usually looks that way in action movies. Also, human arms don't look like a straight stick, and they are usually thicker near the shoulders.

65
Pixel Art / Re: [C&C] Sci-fi tileset mockup
« on: July 12, 2014, 01:45:44 pm »
Quote
Some portions on the wall could use an extra darker shade (such as the vents) and the neon green barrels stick out way too much for being just scenery -- they look like they might be destructible, but visually, they're distracting otherwise because they take so much focus away from the important stuff like your characters and the player's health.
That was the point. I tried barrels with wall palette, so they blend into environmet perfectly, but I decided to use standing out palette for interactive objects. I think I'll call it done, or I'll go mad dedicating so much time to this not-even-in-game mockup. Should just do minor twisting to character colors. Thank you for the in-depth comment!
Quote
I think walls and floor lacks contrast now. For this reason floor behind the red character is perceived as a wall:
I tried to do exactly the opposite: darker walls and brighter floor. But maybe should've add a little bit more contrast.
Quote
PS: Please say this is going to be a game. :3
Sadly, no. But I reserve the right to use this tileset in some future project :)

66
Pixel Art / [C&C] Sci-fi tileset mockup
« on: July 09, 2014, 11:27:42 pm »
I'm aiming to build a professional looking portfolio, so maybe I could contribute to some awesome projects instead of wasting my time on fooling around  ;D

This is just a small WIP mockup I put this together from scratch in nearly 4 hours. Heavily inspired by Chrono Trigger. It's not a particular game, but I want this to look polished like it could come from a real project. I carefully designed it to perfectly fit into 16px tiles and allow many combos and reusability. Took way too much time than it should but I'm extremely happy with the result.

This is version 2. Here I tried strongly saturated objects and characters to make more contrast with surroundings. They use a completely different palette. Not sure about style consistency. It looks neat to me, but may look horrible to you. Looking for some feedback.



So I really hope to get into professional field some day.

67
I think rocks rarely have that sharp and pointy edges as well as complex forms. Try breaking them into several pieces or making them simpler.

Also it looks like it's gonna fall. Make him stand straight :)

68
Pixel Art Feature Chest / Re: Floating Island
« on: July 09, 2014, 11:06:27 pm »
I really miss outline on the right side of the canopy. Also the bird in the middle of the sphere looks extremely odd. As far as I understand that's the thing to change?

As for the orb itself I'd suggest making it more cracked and overgrown maybe. With grass breaking out of it.

69
General Discussion / Re: The very exact tiling tutorial search
« on: April 09, 2014, 06:52:43 am »
http://youtu.be/MFvsRvo_78Y very inspiring video kinda, stumbled into it couple months back.
Mystery revealed! It was a video tutorial, that's why I couldn't find this by text search. Thanks you so much! Sometimes people on the internets are awesome!  :)

70
General Discussion / The very exact tiling tutorial search
« on: April 08, 2014, 10:29:04 pm »
Hello, I need you to save me from insanity! Some time ago I stumbled upon a pixel art tutorial with in-depth analysis of THE EXACT SAME picture from Sword of Mana:



That guy actually draw a grid, cropped individual tiles from the center of the picture and demonstrated the dirt-grass transition tileset of 12 or so tiles.

It was NOT "A Seiken Densetsu 3 Style Guide", and NOT "So You Want To Be A Pixel Artist?". I'm also not sure if it was in English or not.

Please, help me find it! Not like it was brilliant, but it's more like an obsession: I already spent the whole evening chasing the ghosts with every google query I could imagine.

Pages: 1 ... 5 6 [7]