☻☻☻Artist Wanted For Major Project☻☻☻
RedlerTech
Member Posts: 1,583
Hello Everyone,
In about 2-3 weeks I will be starting a massive project with loads of potential. I cannot explain much about this project publicly, but if you are interested in trying out for the job feel free to email me at matthewredler@gmail.com I am mainly looking to profit share around 15%, as this could be the #1 grossing app in many countries (email for more information). If you are not interested at all in profit sharing, please still try & shoot me an email & we may be able to make a deal.
PS - I am looking for cartoony style.
Thank you,
Matt
NextGen
In about 2-3 weeks I will be starting a massive project with loads of potential. I cannot explain much about this project publicly, but if you are interested in trying out for the job feel free to email me at matthewredler@gmail.com I am mainly looking to profit share around 15%, as this could be the #1 grossing app in many countries (email for more information). If you are not interested at all in profit sharing, please still try & shoot me an email & we may be able to make a deal.
PS - I am looking for cartoony style.
Thank you,
Matt
NextGen
Comments
I do all my code,music and graphics myself. And the part that that takes the most time is the graphics.
If its only worth 15%, you should try doing the graphics yourself. And soon realize that it takes months/years of training to make good graphics.
Can you do some pixel art or isometrics.I have not really tried but many times i miss the part.
Cheers.
@ possesive gaming: no ones hating, 15% is pretty much an insult. He said this game is so huge you cant even do it in gamesalad..
@NextGen What type of game is this? Maybe you can give an approximate on number of graphical pieces. I'm not sure what you can write to justify that extremely low %
Matt
The same goes here.I had to refuse people for the pixel art.ANd most of them ask for the pixel art.Thats why i was asking that.
Yes training for it is a good option.BUt really dont get any time from other commitments.
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Nice to see you again -.- I never said GameSalad is not good enough for me. Just because this project I have is not possible in GameSalad, does not mean GameSalad isn't good enough for me? This project will give me and an artist amazing opportunities & I am pursuing it.
Don't judge me because of that? It's pretty low.
Most people here are hungry for promo codes and have their little groups they deal with. I asked for help so many times and I either get no reply or the wrong info. But NextGen has always helped. Always keeps you informed with the project helps.
People should know who's who in the forums by now, NextGen has been here for a long time so some respect needs to be shown because you never know what help you might need in the future.
@RKS
Yes I Do HAve A BRokEn KEyboard.Can yOu Give me One OF YoUrs.
Sorry John
It's not that I do not appreciate the effort and time it takes to make great graphics, or their importance when trying to sell a game.
But really, think of what the other person's doing. Imagining the game. Creating the game mechanics. Sourcing or making music for the game. Actually *building* the game. Then testing it. Then releasing it on an account they've had to pay for. Then marketing it.
These things, combined, take up a far larger chunk of time, I'd argue, compared to making graphics. I think Darren from Utopian games actually said a similar thing a while back in relation to how he split the proceeds from his games amongst the team.
It will of course vary from game to game. Making a 'catch the coconuts' game is far less taxing than a Metroidvania style game with huge depth to it.
I am in no way saying art isn't important - I hope you know that! But it takes months if not years of training to get good at the stuff I mentioned as well.
Cheers,
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
And It depends on your "coding" and your artist skills
That is, of course, only true if you're looking to have a game with extremely smooth gameplay, extremely smooth user interaction, and tight/resource friendly programming. If you don't really care about that then it could be as little as 20% of the work. I wouldn't want to be a part of a project like that though.
Profit sharing is fine so long as there is a history to back up the value of that 15%. If it's known that past games you've created have made $100k+, then the value of that 15% becomes attractive, and you may very well be able to attract designers that are of the quality to bring graphics that will maintain or grow that $100k+ track record.
If on the other hand you have a history of making games that gross $1k, then you're going to attract designers that will maintain that trend.
Perhaps offering a monetary figure to the job with the option of profit sharing on a sliding scale. The better the game does, the higher the % of profit received. This way you'll attract the right designers for what you can afford, and also give them incentive to work even harder because of the possibility of even more money if the game is successful.
The QUestion Here Was For the percentage of share a artist would be getting.
Not of what is possible in gs or whats not possible in gs.