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Blackburnart

Member Since 19 Aug 2011
Offline Last Active Jan 15 2013 10:42 PM

Posts I've Made

In Topic: Tile-based games. What kind of tiles? squares, hexagons, triangles?

09 January 2013 - 01:33 PM

from strictly an art stand point, a square grid is easier for world building, and makes more sense logically to most artists, especially 3D artists who are becoming accustomed to living and dieing by their maya / max grid


In Topic: Experiences and expectations in hiring sound/art contractors

18 November 2012 - 12:44 PM

As a previous freelance artist, as well as currently full time in-house artist, I can say for a fact that you need to pay an artist to get them to do anything. Most artists who are good enough to make money in the first place can go out, and within a few hours find a job that will pay them $100-$300 for 1 to 3 days worth of work, regardless of education. Its sort of like being a stripper.

With that said, maybe someday you will find an artist who is worthwhile and dedicated without upfront payment. You will then almost suredly encounter a second problem: in the 1-2 years of building art for you, hes probably going to get a lot of practice, and potentially job offers. He will dump you so fast your head will spin!

I just recently started learning to code, and I can say confidently I have some of the best "programmer art" in the history of programming! (too bad my code hardly works let alone makes sense. I flunked all of my math classes.) Why am I coding? Because I probably have a similar dream to you, to want to build my very own game. With that said, perhaps you should practice your own drawing skills - it will be a worth while investment, as once you can clearly create a starting point, the amount of work a more experienced artist will have to do is at least slightly reduced. Artists think in pictures - not graphs, tables, sheets, or even hardly written descriptions.

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