Home › Forums › General Discussion › 2D artist wanted….
- This topic has 22 replies, 8 voices, and was last updated 19 years, 5 months ago by Anonymous.
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22/05/2005 at 8:37 am #4158AnonymousInactive
I was thinking of trying to make a mod to a game (i.e. adding a new side to game i.e. an alien side) over the summer and was wondering if anyone here would be interested in doing the 2-d graphics for it i.e. units
This would not be a paying job…
And you would need to be good at working with small but detailed graphics for units
Currently i am discussing the making of this mod with game creator and dont know if i will preceed as of yet but if i do i need to know if i can find a 2-d person.. because i could do basic stuff but i want it to look good…
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22/05/2005 at 8:40 pm #21475AnonymousInactive
What game is this MOD for ?
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24/05/2005 at 11:55 am #21505AnonymousInactive
http://www.urbansquall.com/
would need graphics similar to battalion but well.. alien :wink:I have ideas for what i want units to look like but you would also have a say in creative direction of units… and general creation of mod
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24/05/2005 at 3:45 pm #21517AnonymousInactive
Very nice but…….You mention that its a MOD…..but for what game are you planning to MOD ???
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24/05/2005 at 5:02 pm #21524AnonymousInactive
uh battalion… it currently only has a human side adding a alien side would be a modification of it…
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25/05/2005 at 9:11 am #21534AnonymousInactive
Ah right I get you now… :D
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25/05/2005 at 10:21 pm #21552AnonymousInactive
I must say i am kinda surprised at the lack of interest i would have thought people would want to do this so they could use it as a example of the work they could do to show prespective employers…… :?
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25/05/2005 at 11:03 pm #21553AnonymousInactive
I personally have a lot on at the moment, last week of games course next week and its Dare competition straight after it. After that it will be straight on to the incubation course (hopefuly!)
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26/05/2005 at 12:45 am #21554AnonymousInactive
I must say i am kinda surprised at the lack of interest i would have thought people would want to do this so they could use it as a example of the work they could do to show prespective employers…… :?[/quote:797d8f98c9]
One would ask what exactly you have offered people that they cant obtain working on their own? Optomism and opportunism are great, but pragmatism and enlightened self interest are what run the world, and ideas a a dime a dozen, but ones that get implemented are an inch a mile.
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26/05/2005 at 7:18 am #21555AnonymousInactive
I’m not sure how it applies here, but in other sites I’ve been to, there’s a case of lot of people making posts about starting a game and looking for help. What often happens is that the project never really materialises given the fact that the guy himself had little more then a “cool idea” and had no real knowlege or even dedication to getting the thing made. Some of them even expect just to have to do some basic coordination and idea giveing while everyone else does the hard work.
The way you’re meant to break this is to put a lot of work into developing your own idea to an early stage, either by yourself or with one or two people you already know and can convince to join you. Then once you have something, you can gain interest, show you’re in it for the long haul, and hence make it a lot easier to get people to join your project.
That’s just what I’ve gleaned from other message boards, take it as you will.
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26/05/2005 at 8:13 am #21556AnonymousInactive
Well basically i am a third year computer science student and as such i am looking at what i want to do with the rest of my life and i want to get in to game making and i feel that this project would be a good opportunity to get some experience..
The actual coding involved will not be too drastic the main aspect of it will be the unit balancing and creation of the aliens both in terms of ideas for what they will be and how they will work…
I am currently talking with the game creator and his major concern is finding an 2d-artist.
As for what it offers i think that this would be a good opportunity to show your 2d artistry in a real way.. after all surely it would be better if an employer looks for samples of your work (assuming you want to do 2d graphics in a game) to have a working game to show them so they know that you have a real interest in game making, that you can work in a team and that you can give creative input into a game and/or bring someone else’s vision to light…
P.S. Also i think it would be fun.. and i would do the graphics if i could but i tried and i am pretty crap i have a good mind and eye for things i just cant translate it to paper so to speak…
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26/05/2005 at 9:41 am #21559AnonymousInactive
I think what skyclad means is that this kind of project can be undertaken by anyone on their own and does not offer much that can not be accomplished individualy. Its a good idea, perhaps if come up with some concept art work / 2D Graphics you have done just to show how serious you want the project to be, it might spark a little more intrest. Good luck. :D
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26/05/2005 at 10:24 am #21560AnonymousInactive
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26/05/2005 at 10:49 am #21562AnonymousInactive
Good lord I posted some amount of crap last night. God bless weddings, or more specifically, wedding parties…
The odds of getting a project like this off the ground and to completion are minimal, especially if your goal is to get the entire team in place before you start. Like any company, you need to start small and build towards your goals. In this situation, this means taking the product and working on it yourself to the point that you can simply get an artist to develop exactly the content you need.
Dave
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26/05/2005 at 10:54 am #21563AnonymousInactive
I think the approach taken by Lewis Boadel, Dave Mc Govern etc is the only way to go here!
Lewis maybe you can offer some words of wisdom here?
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26/05/2005 at 12:59 pm #21571AnonymousInactive
Conor,
first of all, the very best of luck with your mod. They can be very rewarding projects to work on, and will look great on your CV.
However, as you know, the vast majority of mods never get completed, due to breakdowns in commitment, resources and communication.
My preference is for doing as much as you can yourself, and involving outside expertise when required, and as late in the process as possible.
The reason for this is to do with motivation. YOU will give this project everything you have, becuase YOU can visualise what you want to achieve, and YOU believe it will work. Most OTHER people, however, won’t relate to your ‘dream’. Therefore, it’s only really likely they will commit time and skills when they see a project that is gathering momentum, and is starting to look / play / sound / erm… be documented in a way that encourages them to think it will actually see the light of day.
With ‘Red5‘, my coding expert of choice wasn’t convinced it would work, and actually be fun for the gamer. Nevertheless, once I put together a prototype and some concept art, it clicked for him, and he committed a lot of his own time to the project (and continues to, as we try to manage a community of around 10,000 unique gamers per day).
In short, I agree with the lads. Do what you can on your own, and create something that ‘sells’ your mod. Concept art, documentation, anything that communicates what you want envisage as the end product.
Only call on external parties when you absolutely must, and bear in mind the relationship between completed assets == contributors enthusiasm.
Good luck with it!
Lewis Boadle
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27/05/2005 at 6:46 am #21598AnonymousInactive
I am not sure if this would make a difference to interest in this but…
As i said before i have been talking to the original game creator…
And he has told me he has been thinking about making a whole space based version of the game
i.e. space battles, planet fighting etc..
He would want to make a whole cohesive storyline and backstory to the game.So this would offer an opportunity for greater creative impact and control for anyone who is interested but would take a whole lot more time to do..
so..
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27/05/2005 at 8:36 am #21602AnonymousInactive
As mentioned, people will not (and should not) sign on until you have a demonstrable product which shows that you are capable of achieving your (initital) goals. Its a waste of everybody’s time if you set too large a goal as nobody will end up with anything to display for their time.
Dave
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27/05/2005 at 10:41 am #21608AnonymousInactive
As mentioned, people will not (and should not) sign on until you have a demonstrable product which shows that you are capable of achieving your (initital) goals. Its a waste of everybody’s time if you set too large a goal as nobody will end up with anything to display for their time.
Dave[/quote:1c5519fc86]
So you are saying never try…
and jump on the bandwagon at the end of the process
If i make a demostratable product for this you will have absolutely no input in how it develops you will not decide what type of units their powers and the storyline involved surely these are the things that interest people in game development.. if it fails who cares.. you will have spent your time doing something you enjoy and are interested in.. i ask you what are you into game development if it is not enjoyable for you..But whatever to each his own.. and i’ll continue to try to get into this and will post further information in case there is someone out there that is interested if not .. well whatever..
O and no offense intended i am just letting off steam.. i thought this would be an enjoyable experience with fun and enthusiastic people not an attempt to drag people kicking and screaming into it… :wink:
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27/05/2005 at 11:40 am #21614AnonymousInactive
K, couple of points I would mention:
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First, there needs to be a solid belief that the project can succeed for it to ever get off the ground. For that to occur, the game has to be built up slowly with distinct milestones and a core of absolutely dedicated people. Right now, you dont know who those people are, so you have to take on the responsibility of getting it done yourself. Equivalently, I dont know if YOU can get the job done, so why should I sign up?
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You HAVE to have a team lead. This means that there is one person responsible for the overall vision of the game. If you allow a situation where everyone can have some sort of feedback, noone will ever have the same vision, and everyone will always be working at cross purposes.
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There is a misguided belief that games are all fun. You get 10% of the way into a project, then the fun ends. From then on its a hard slog, and the people you have will flitter away, leaving the project dying a slow and painful death.
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People have to accept that in a well organised project, only a very few people should have any sort of creative control. Yes, I’d love to make the game I’ve always wanted to play, but I also have to accept that I am a programmer, and there are people who can develop content far better than I can. If i choose to apply my take on what a designer does, then the whole process gets bogged down and once again falls by the wayside.
[/list:u:a1be8e2aaf]…no input in how it develops you will not decide what type of units their powers and the storyline involved surely these are the things that interest people in game development.[/quote:a1be8e2aaf]
While I am not in the majority on this, i couldnt care less about units, powers, storylines other then as a means to an end. My goal in creating games is to create something that other people will enjoy, something that I can be proud of because I know other people are playing and talking about my work. One could suggest that I’m simply looking for an ego trip (and not be far off), but the point is that what each person wants on the development team can be unique, and maybe the quiet response has been because you have offered people what you want but not what they want?And remember…Counterstrike started with just 2 people.
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04/06/2005 at 12:52 am #21681AnonymousInactive
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04/06/2005 at 1:02 pm #21692AnonymousInactive
Here’s my sorry excuse of an entry….
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04/06/2005 at 9:27 pm #21699AnonymousInactive
I kinda have to agree with Dave’s points on this one
And on the point of design, I like Dave an a programmer but I think programmers do influence design, but my influence has come after initial design is completed due to recognising that its not really my area so its more of improving game-play rather than story-lining.
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