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Call for Artists
robotbebop | 12:40 AM on 11.04.2009 7 comments


In my spare time I have been slowly chipping away at an XNA game that I hope to release for Xbox Live Indie Games. I'm now at a point where I can focus on real game content and design. Basically, I can do almost everything except for one very crucial aspect - artwork. I can't really do any music or sound engineering either but that is farther down the line.

So, right now the immediate requirement is artwork. Oh dear lord how I suck at art. I would seriously be hard pressed to draw a stick man, let alone a full suite of art.

And now I beg before you, Dtoid Community: Do you have some spare time that you want to throw at this project? There's the possibility at the chance of maybe making a bit of money too, but, well, that depends on how well it sells on Indie Games and how we decide to split revenues. (If your game doesn't completely suck you can make good money, nothing to quit work and indulge in hookers and blow over, but good money.)

What I'm looking for is 2D artwork, I have a general idea of what I'd like to see which I will discuss with whoever wants to help out.

I have a very rough over view of the game design here. It's pretty basic at the moment, and only outlines a few specifics. I haven't fully decided 100% exactly how I want the game to play but it's a good starting point.

If you're interested, shoot me a PM over the forums. In the meantime, I have a small youtube clip that demonstrates the current state of my codebase below.



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7 comments | showing # 1 to 7

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Jon B's Destructoid Blog
Dear god, looking at that brief you really know what you're on about. One little comment to make is whether or not you have various planes set up for the artwork and whether it's possible for curved transitions, not just slopes.

As another addition, maybe it's personal preference, but I would think that levels 2 and 3 should be swapped around, to allow for a more gradual transition to the mechanical base, to allow the user to know they are making progress.

Similarly, for this kind of game I can expect the action to get hectic depending upon difficulty level, so perhaps using the Y button to open a 360-degree radial menu for the inventory may be preferable.


Now, to the actual topic at hand, I think you need to decide exactly on a style to base the artwork on. At the minute the game could go anywhere from being styled like Killzone or CoD to being styled like TF2. If you don't want to do any drawing, I'd give people a few examples of what you're shooting for, try ConceptArt.org for a few awesome ideas.

Other than that I wish you the best of luck. My art looks very much like a crude flash animation, so I doubt you'll want that.
Jon B's Destructoid Blog
I just noticed in what I said above that I say "one little comment" then proceed to go on and on and on, heh.
Joseph Leray's Destructoid Blog
I don't know, dude. You have a Liebot avatar. How do I know you're not just going to take my hard workings and keep zhe moneink?
falinter's Destructoid Blog
Damn, nice brief.
I suggest also mentioning this in the forums. There are quite a few artists in there. If you haven't already joined you'll have to do an intro post or they will eat your soul.

Good luck!
Fronz's Destructoid Blog
Mind sharing the source of the video's music?

Sounds like Tangerine Dream... I want it!
robotbebop's Destructoid Blog
It's Uncharted Worlds from the Mass Effect soundtrack. It's the music that plays when you select destinations in the Normandy.
Fronz's Destructoid Blog
Thank you!


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