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Messages - NickZA
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21
General Discussion / Re: Pixel Heresy
« on: August 11, 2010, 02:38:06 pm »
Hey,

That is great news lithander, I am really happy for you. I hope it gets good coverage -- I've been reading quite a lot about marketing recently and, at least for dedicated indies, they say you need to continuously find new channels to market and improve efficiency on your older ones on a regular basis if you want to maximise returns on the work you've already done. Assuming you're charging for the game (since you mention FlashGameLicense) that might be valid for you. Whether you're charging or not, I still think it would be a waste if a lot of folks didn't see your game, because it's really nice-looking and the play is straightforward, too.

Like the thumb -- that's super. Looks like you found the right person for the job. Where did you find them? DeviantArt?

Mine's a top-down action RPG, which is part of why I was excited to see your work, although mine's pure bird's-eye view for reasons of simplicity/time/money. Without the sort of oblique perspective that Rune Hunt has, it will be harder to make things look good -- lighting will be top-down, too, so that I can rotate the sprites. It's all about economizing... I'll find a way to make the art look good. This is more about the gameplay, since I'm taking the episodic approach -- sequels, addons will appear if the first game is well-received. And if so, then hopefully I can attract funding for an artist later on. The gameplay, aside from being similar to something like Gauntlet or Crimsonland, is based around the interaction of various elements in the world to create new elements to your tactical advantage, a sort of alchemy really. It's a little less action than a shmup, and a lot more tactics.

If you ever want to chat or anything, you can grab my email from my profile here... I am always keen to stay in touch with other indies, especially those who do some of their own art because I'm kinda in the same boat.

22
General Discussion / Re: Pixel Heresy
« on: August 10, 2010, 10:06:02 pm »
By the way, how many colours have you used in your base palette? It's difficult to tell because of the overlays.

23
General Discussion / Re: Pixel Heresy
« on: August 10, 2010, 09:15:46 pm »
My opinion as a coder and not-entirely-crap pixeller is that you should definitely, definitely do everything yourself. Because if I could do pixel art like yours, I would never have even thought about bringing someone else on board.

Never forget the management overheads in trying to have your artists create things exactly to the specs your game requires. In other words, the more you can keep in one head, the better. Communication is costly.

And P.S., if I could afford to hire you as pure artist for my game, and if you were willing, I would.

24
Any reason why these aren't all on YouTube/Vimeo? I think it would be a lot more useful for a great many more people. It would mean the effort you've all put in here would have a lot more value.

25
Yikes, 10/hr sounds like peanuts. And 20/hr a minimum. Many here have professional experience, but you know how shy people usually are about divulging real numbers.

Why is that, do you think? Are they worried about looking unfavourable against other artist's rates? Personally I think it's better to just be open about cost...

TY for the info. So I would probably best err on the side of 30/hr, then.

26
Hey Mathias

Thanks for the response. It's not tile-based in the usual way, so a lot of things that would usually be done in graphics would be done in code. Also, because this is pure top-down (like Crimsonland), you're talking about north-facing sprites -only, for everything including animations (lighting would need to be from above to make them direction neutral -- not ideal but necessary since as you have pointed out, costs would otherwise be prohibitive).

I'm kind of assuming so far that an average hourly rate for most (not the masters, but more standard quality) is probably around $15-20 /hr, and perhaps the same for the UK/Europe, only in sterling/Euro respectively.

I know there are lots who really want to get work doing this and the least they can probably afford to charge must be about $10/hr?

Do these figures sound roughly on the mark? I really just need to do some ballpark estimates as I mentioned. It need not be accurate.

27
*BUMP*

Pixel peeps? Am I not speaking your language here? Is it too detailed, or not detailed enough? Any response would be welcome, thanks.

28
Portfolios / Re: {Résumé} TayokoArt.com -Cheap, Eager and Reliable.
« on: August 09, 2010, 12:09:45 pm »
Chaos -- your portfolio is not available. Perhaps you can post another link.

29
Portfolios / Re: [PORTFOLIO] 2D Artist-Animator "Fran Gonzalez"
« on: August 09, 2010, 11:53:08 am »
You will never get people to look at your portfolio if they have to download a zip file to do so. Trust me.

30
Portfolios / Re: dualR's Portfolio - Freelance All-round Pixel Artist
« on: August 09, 2010, 11:24:40 am »
I know you're not asking for C+C, but I must tell you -- your work shows much potential, but there is one thing that ruins it all: Your sprites have *very* dull colours. In other words, they tend towards grey -- it looks as if there is a layer of smoke over them. I would suggest looking into improving that aspect of your work. You need to learn to use colour contrast between adjacent pixels to make your sprites "pop". Study the bitmap brothers work eg. Mark Coleman's work on Chaos engine. Remember: One mixed colour is not the same as two component colours side by side. That is a common theme in traditional painting, as well.

EDIT: And -- look at your work on a range of other monitors, not only your own. If you can, that is.

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