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Messages - jcongerkallas1
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Pixel Art / Re: What is an ideal height for more-detailed sprites?
« on: February 20, 2017, 03:10:33 am »
Thanks Aniki.  I guess that scaling things proportional to the smallest known component makes sense. 

In this case, I'm trying to find a stylistic compromise between the level of detail I can manage without making the scenes and character artwork so complicated that it would take 50 years to finish. 

The obvious solution would be to just use lower resolution 8/16-bit sprites.  A lot of other people on this site seem to have a knack for showing a lot with very little pixel information.  I guess it's just hard for me to design sprites where a few pixel squares define all the facial features.  I'm more used to animation styles where a lot of character expression is conveyed in the face.

Pixel Art / What is an ideal height for more-detailed sprites?
« on: February 20, 2017, 01:49:25 am »
I'm fairly new to pixel art, and one of the things I'm really struggling with is deciding how many pixels I should aim for in a design.  It seems like if I use too many pixels, some of the blocky minimalist charm seems to be lost, whereas not using enough pixels omits a lot of detail, especially around the face.

Are there any guides or tips to sizing sprites in context of pixel video games?

This is a basic sprite I made where I don't know if it would work better at around 32 x 32 px for a game, or if the resolution I am using is about right.  To me it seems like way too many pixels for a small squat character.  If I made human-sized characters or anything taller the amount of pixels needed would increase exponentially.

Update: Thanks to everyone who applied.  There were a lot of great portfolios, and I didnít expect so many fast replies.  It's going to make deciding on one much harder.  I will try to send out some followup emails to update everyone later today.

Iím looking to hire a pixel background artist to create one featured image or a logo that will go on the landing page of this website, http://www.animationpagoda.comMy starting budget range is between $250-350. I can possibly go higher if needed. 

Project Description:
I am basically looking for a high resolution landscape background that depicts a rugged mountain landscape with a pagoda built into a mountainside. 

Iíd prefer the landscape to be in either 16-bit or 32-bit for higher detail, but 8-bit will probably work too. 

Job Requirements:
Please submit a link to a relevant portfolio or sample of previous artwork

Send a reasonable price estimate if you require an hourly rate or think your professional services might cost more than $350.  I realistically probably canít spend more than $900 at this time.

The artist will receive full credit for the artwork on the website if desired.  They can also retain certain licensing rights to their creation if they submit a list of the specific conditions. 

If you want a contract upfront, I can send a draft.  A time-stamped email reply that confirms you agree to the terms of the deal and have received payment will serve as a signature for remote work.

Please send an email if interested.  My primary contact is

General Discussion / Re: Read the Rules, then introduce yourself here.
« on: February 01, 2017, 03:34:43 pm »
Hi everyone.  I'm a freelance 3D animator and art enthusiast.  I also admin the WIP website

I never really properly learned how to draw in any of the schools I went to.  In college I made the mistake of majoring in a multimedia/3D animation program where the emphasis was on very technical software rather than covering any fundamental art skills like color theory or life drawing.  Despite taking enough art classes on the side to understand the essential theory and concepts, all my sketches still end up looking like scribbles, and it is really holding me back from doing what I love. 

This place seems to have a lot of good resources, so I'm hoping to work on learning more about pixel art.  I'd love to meet other artists and design character sprites for a game someday.

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