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Messages - ilkke
Pages: 1 [2] 3 4 ... 24

11
Archived Activities / Re: Secret Santa 2015 Sign-Up
« on: November 21, 2015, 11:41:21 am »
I'm in! \o/

I LIKE
-getting secret santa presents
-pretty much anything, really

I DISLIKE
-overly derivative esthetics
-pop culture references

12
Devlogs & Projects / Re: D-Pixel (my paint program)
« on: August 18, 2015, 02:18:38 am »
Lovely news.

Tweeting (for what it's worth) to hopefully get some attention your way :)

13
Archived Activities / Re: Secret Santa 2014
« on: December 27, 2014, 07:02:06 am »
Thanks, absenter!

Also also thanks to everyone else, opening everyone's presents is always a pleasure :)

14
Archived Activities / Re: Secret Santa 2014 Sign-Up
« on: November 18, 2014, 03:14:46 am »
Sign me up, pretty please

Likes
  • anything original or personal
  • actually I like pretty much everything, just have fun
  • if you're completely out of ideas here's a few: robots, animals, people, monsters, masks, dreams, diagrams, vehicles, landscapes...

Dislikes
  • regurgitated meme-wankery (8-bit lego zombie batman zomg lololol)
  • supermarket fodder (anime, superheroes, blockbusters, etc)

That said, if there's a conflict, better do what YOU like doing :)

15
2D & 3D / Re: Expendables 2 Deploy & Destroy post mortem
« on: June 24, 2013, 02:24:28 am »
Thanks! It's a TD but with more micromanagement elements, like a light-RTS thrown on top.

I do prefer GraFX2 to ProMotion, yes. PM has some more advanced features but is missing some other ones. GraFX2 is also free and extendable with used scripts.
Overall I find GraFX2 more immediate, possibly influenced by my history of using DPaint3 and Brilliance2 on Amiga for years.

16
General Discussion / Re: pixel art job?
« on: May 20, 2013, 09:32:04 pm »
If I didn't get the job I would just like to know.  Some confirmation.  I'm trying to find a whole new life for myself, not just a job, so it's a biiig deal.

Sadly, from all my experience, no answer at all is the most common answer.
I never had HR issues with Nitrome myself, but it is very rare that people thank you for your application or let you know that you have been unsuccessful.
My guess is that most places will only reply if you get the job.

17
General Discussion / Re: pixel art job?
« on: May 09, 2013, 12:23:30 am »
If I understand correctly, it was not a matter of Helm and Carnivac not understanding why you prefer to freelance, rather a matter of you not understanding why they want to work full-time.

Still, thanks for sharing your point of view. Here's mine.

I avoided getting a full-time job for ages, thinking it wasn't efficient in terms of time and money, but once I did get one, it learned a lot and it helped me make a clear division between my work time and my free time.
I still feel like I'm wasting my life away spending 8-9 hours in the office every day, but at least I know when I leave the office I'm a free man. Also I don't have to constantly look for work, haggle about prices or deal with late payments. That added up to taking up much more than 9 hours per day of my life.

People are different and have different needs and ideas, that is the whole point.

18
General Discussion / Re: pixel art job?
« on: May 07, 2013, 12:14:28 pm »
Seriously though, these are good times for pixel art, retros game are quite in, and the indie scene is thriving.
It's just that being on a payroll for full-time pixelling is very rare.

19
2D & 3D / Expendables 2 Deploy & Destroy post mortem
« on: May 07, 2013, 07:05:07 am »
Indigo's post on the space game prompted me to post this here (even though all the links seem dead so I couldn't see the game or the screenies)

Anyhoo a while ago I worked on this tower defence game that combined painted bgs with pixel art characters and 3d vehicles. Oh and photo-sourced user interface.
Sounds terrible but in fact it turned out pretty decent, imo. Worth noting is the texture style we used to get the renders to match the pixel art look. Quite simple stuff, no shading (all shading drawn in textures) and some sharpening and an outline added in post-proc.

The coder made a very nice writeup on polycount, you can read the entire thing here:
http://www.polycount.com/forum/showthread.php?t=104560

Here's a little preview:





The textures are not pixel art at all but rather pixel-art informed freehand photoshopping. Time was super-scarce so everything had to be done very quickly.
For example, all the sprites have 4-frame running cycles.

Hit me up if you have any questions, I'd be glad to share.


20
General Discussion / Re: pixel art job?
« on: May 07, 2013, 05:59:07 am »
Agreed, I immediately thought of Nitrome the minute I saw the first post.

Even if you don't get the job right away, it's good getting in touch with them as they might grab you later on.

I spent two whole years actively looking for work and came VERY close several times, but then again living outside of EU didn't help one bit.
Companies that need full-time pixel artists are quite rare nowadays, but all the experience from pixel art can easily be applied to game art in general.

Just aim for smaller studios, that would be my advice.

Also don't fret about your portfolio or CV too much, there is no 'right' way of doing things.
Just showing what you can do is the whole point. Whoever needs your skills will be able to recognise them.

P.S.
I am glad to share my dramatic experience in case you think it might help you, so just send me a PM or better yet email me at ilkkke on yahoo.

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