How much are we going to pay for art like that
Members - Reputation: 105
Posted 20 November 2012 - 06:01 PM
The basic game design is already completed and we are currently working on programming the game for a technical demo to present at international conventions and awards.
We would like to employ an art style similar to that of Xenogears
The game's structure is simple from a technical standpoint and it is going to require much less graphics compared to the classic old-style RPG.
What we need:
- side views of the characters without arms
- separated arms with a total of 7 attack animations (7 different types of weapons)
- a basic tileset of a simple environement to make the world map (original final fantasy IV style)
- battle backgrounds (which will also be used for cutscenes) FFVI style (look up final fantasy VI battle backgrounds)
Are pixel artists who make that kind of graphics common? How much are we going to pay for art like that, most likely?
Crossbones+ - Reputation: 4104
Posted 20 November 2012 - 07:18 PM
For the characters, finding a pixel artist shouldn't be too hard since that style is very common. However, you might want to get someone else for the battle backgrounds since that's significantly harder to do in my experience, and wouldn't be efficiently done in pixel art form anyway (and might be beyond the experience of a lot of pixel artists).
The overhead map might also be better as a large custom image rather than a tileset unless it needs to be modified a lot in the course of the game.
-Mark the Artist
Digital Art and Technical Design
Members - Reputation: 1060
Posted 21 November 2012 - 02:49 PM
For the sprite work, I normally would charge $60-$80 an hour and this would probably take 10-15 hours a character. (1hr for a character, 2hrs for animations, 1hr each arm per weapon set, all followed up by a 5hr window for unforeseen issues. Usually deducted come bill time, but I find it's good to give a buffer in the quote)
For tile sets and battle backgrounds, it's really dependent on how detailed you want your environment to be. This one I would probably quote between $80 and $160 an hour for probably another 5-10 hours, but that's depending on how detailed and difficult the client request. (I don't like doing environments that much, so I tend to charge higher there).
Your best bet would be to find an artist you like by looking around the classified section here or browsing around deviantart. Then just send them a message for a quick quote and see what they have to say. Never hurts to ask.
Check out my game blog - Dave's Game Blog
Members - Reputation: 149
Posted 12 December 2012 - 08:35 AM
Secondly, I recommend writing up a detailed spec so that artists know what they're quoting for, and everyone knows what the deliverables are. Once you have this document you could send it out to a range of artists and go for the best quote.
Best wishes, Robin
Crossbones+ - Reputation: 3765
Posted 17 December 2012 - 09:12 PM
Personal life and your private thoughts always effect your career. Research is the intellectual backbone of game development and the first order. Version Control is crucial for full management of applications and software. The better the workflow pipeline, then the greater the potential output for a quality game. Completing projects is the last but finest order.
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