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Messages - Holymonkey
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21
Hi Joseph,

If you wont take more than a week or two, I'm guessing the other contenders wouldn't mind. I don't think they're all finished anyway. 
ALSO, you can tell your mom that pixel art literally took me from absolute poverty (literally ghetto and high school drop out) to making over 40k a year for my first gig and drastically more now that I've been in the industry for a few years.  I was also comepletely self-taught so I don't have a massive college loan debt looming over my head. (not that I'm recommended you to avoid college if you have the chance to go.)

However, keep in mind that technology is improving dramatically fast, and while its always important to have strong hard-core pixel skills, you WONT make it in the industry (even for mobile phones) in a few years unless you can also do low poly 3d stuff and character animation.  So at the very least, start learning DAZ studio and poser sort of programs and ideally also start to learn 3d max.  This will insure far greater job security and a vastly improved skill-set and just make you a more powerful artist all around.  Its a necessary investment.

22
YAY!  entry number 3.  As soon as the remailing two entry-er's are done, lets set up the voting! :)

23
yeah... shouldnt even be there...sorry about that. just delete it.  I'll update the zip file to be without it sometime soon.

24
Very cool guys.  I guess please post when their officially finished and I'll talk to the admins about how to incorporate the voting here.... Is there no-one else working on a "skin" for this?  3 to choose from seems so much nicer to choose a favorite from. :(

25
Cool.  I'm looking forward to seeing it.

26
Wow.  I'm glad I decided to check back in on a whim... I'd pretty much given up on the chance of anyone partaking in this project/challenge.  Technically the originaly and second extended deadlines are long past... but does this sound fair?
Once at least one other person makes the skin, the community can pick a winner and I'll honor the original prize promise and grant the 100 dollars to the winner.

27
General Discussion / Re: Hourly Payment Method
« on: May 04, 2009, 08:56:24 pm »
Hi guys,

I've used this method alot for freelance work and this is what I like to do (the people paying for the work seemed to like it just fine too.

1)  It starts with them sending you an email giving you as good of a description of what they need from you they can manage.

2)  You carefully and thoughtfully read the email and come up with as many useful questions as you can.  By useful, I mean the answers will allow you to begin mocking up artwork AND will allow you to come up with an estimate.
     NOTE:  I like to make sure I understand the product as thoroughly as possible, get my head around the gameplay, plot, and most importantly, visual style before i even think of mocking up art.  I often ask them to send images that they think best represent the visual style they'd like to see.  They usually have an easy time suggesting other games, comic books, or other artists work that they would like you to...err...emulate.  Its especially easy if its a franchise or liscence for a preexisting product.

2a)  a few more emails back and forth migt be needed to make sure you AND the customer know exactly what you are expected to produce.

3)  You submit an itemized estimate for all art needed.  You give an hourly rate and state a realistic range of time for each required art asset... IE. This character portrait will take between 8 and 12 hours.  IMPORTANT:  you guarantee that you will not charge beyone the outside estimate... in this case, you promise that even if you take longer, you will not charge more than 12 hours worth. (the stipulations being A: if they suddenly require an abnormal amount of iteration, you'll have to charge them for it. and B: the first art asset will be used as a reality check to insure that you are right for the project and the project is right for you.)

4)  Once they agree to your estimates, you pick a first task with them and make a clear mock-up...establishing size, format, style, color-use and so forth without taking a long time to clean it up.  Good producers/designers/directors will be able to see from the mock-up if you're going in the direction they want...this will help avoid further iteration and the pain of redoing stuff that you spent countless hours polishing.


5) The first mock-up is aproved and or changes are requested, and you make the changes and clean it up... therebye presenting the first potentially finished asset.

6) they react to it.

From then on, you know how things are going to go and so do they.  You'll see if they communicate well... you'll see if your estimates were within reason...if not, you immediately send an email explaining either you had underestimated the workload OR (more rarely) overestimated and adjust the future estimates and if necessary, bow out of the agreement as early as possible.


This has always worked well for me.  I've never had to bow out and usually finish all the tasks with a little hourly time to spare, which I do indeed relate to the customer. You get paid fairly, they pay less then the worst case scenario of your estimate... Everyones happy. ;)

Once or twice a customer has suddenly asked for something not agreed to or previously mentiond.. just sort of though it was "assumed" or "slipped their mind".  They never had a problem paying extra because  TA DA, it wasnt on your estimate list.     This is hugely important protection for your time and sanity.

I hope this was helpful...sorry for all the typo's..tired....

28
Thanks again for the kind words.  To me, however, its not about whether or not someone "can" program.  Its a matter of time and priorities.  I've got a (more than full time) day job, a wife and 2 childern (under 3 years old).  If someone's goal is to improve their portfolio (and art skills) by skinning a platformer game, the fact that someone already made it cuts the time they need to spend in half or more.  This is especially true if the artist is trying to prove their art ability, and not their programming ability. ;)

PS.  As further incentive, If any one or group of people finish skinning the game, I'll happily provide them with the MMF2 file so they can turn the 3 level game into a much bigger and fuller game if they so choose. (providing they have MMF2 or know someone who does)


for those who dont know what MMF2 is :

http://www.clickteam.com

29
Thanks QuickSilva,

Do you have a gamepad plugged into your computer?  If so, its waiting for you to press one of the fire buttons instead.  perhaps it would be a good idea to reword the "press Z" png to be less confusing, or at least more informative. ;)

30
for those who wish to visit http://holymonkeystudio.com/?page_id=12 you will see that i've finished a playable 3 level side scrolling platformer that can be skinned as well.  I'd love to see this become a community activity or challenge.  Be warned, skinning this would be a huge indertaking. ;)

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