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<?xml-stylesheet type="text/xsl" href="http://forums.xna.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Game Publishing/Business</title><link>http://forums.xna.com/forums/46.aspx</link><description /><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 0.0)</generator><item><title>Re: How I got art for my game.</title><link>http://forums.xna.com/forums/thread/253891.aspx</link><pubDate>Sat, 21 Nov 2009 18:41:45 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253891</guid><dc:creator>Radek Koncewicz</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/253891.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=46&amp;PostID=253891</wfw:commentRss><description>Well, the standard I used for measuring the amounts was a rough hourly rate -- if the artists could make more money working at McDonald&amp;#39;s in the amount of time they devoted to creating the artwork, then I couldn&amp;#39;t really say I paid them a whole lot. Granted this was offset by the fact that making said artwork was probably much more fun and a better experience.

It&amp;#39;s great to hear that you have an enthusiastic team that believes in your project and is willing to contribute based on a shared-revenue model, but that was something we wanted to avoid (at least for this project). Also, I fully realize the scope of sales when it comes to XNA games, which is why we&amp;#39;re looking at releasing the game through other means.</description></item><item><title>Re: How I got art for my game.</title><link>http://forums.xna.com/forums/thread/253842.aspx</link><pubDate>Sat, 21 Nov 2009 16:37:59 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253842</guid><dc:creator>Alec944</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/253842.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=46&amp;PostID=253842</wfw:commentRss><description>Very interesting read.&amp;nbsp; I&amp;#39;m glad that everything worked out they way you wanted it to and fit your budget.&amp;nbsp; &lt;br /&gt;</description></item><item><title>Re: How I got art for my game.</title><link>http://forums.xna.com/forums/thread/253782.aspx</link><pubDate>Sat, 21 Nov 2009 12:09:02 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253782</guid><dc:creator>Martin Caine</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/253782.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=46&amp;PostID=253782</wfw:commentRss><description>That&amp;#39;s cool, but saying $200 is a small amount doesn&amp;#39;t mean much unless you base it against something. Think about your game&amp;#39;s sales. Say you make $2000, that means you&amp;#39;ve spent 10% of your revenue on the box art and intro screen. In my opinion that&amp;#39;s too much. If you don&amp;#39;t even manage to make $2000 (which many Indie Games have not) then it&amp;#39;s an even greater precentage.&lt;br /&gt;
&lt;br /&gt;
Over the past 11 months developing our games we&amp;#39;ve worked with some very talented modellers and artists, all of whom are contracted for a profit share. In most cases this is 10% of the final profits of the game (since the contributions are large, for example on our FPS/Helicopter game we have 3x 3D Artists, 1x Animator, 1x Composer, 1x Concept Artist and 1x 2D Artist all of whom wil receive 10% of profits, as well as a bunch of people who have provided individual pieces of work free of charge for use in the game.&lt;br /&gt;
&lt;br /&gt;
Your art work does look nice, but all I&amp;#39;m saying is you could&amp;#39;ve probably got someone else to do it for half as much, or free. At Retroburn Game Studios we share a passion for our work and just want to get our work out and released to the public for exposure and portfolio building. It&amp;#39;s not about the money for us, and many other people interested in game development think the same way.&lt;br /&gt;</description></item><item><title>Re: How I got art for my game.</title><link>http://forums.xna.com/forums/thread/253726.aspx</link><pubDate>Sat, 21 Nov 2009 01:52:23 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253726</guid><dc:creator>Radek Koncewicz</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/253726.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=46&amp;PostID=253726</wfw:commentRss><description>And the final entry in this series is now up:&lt;br /&gt;&lt;br /&gt;

&lt;i&gt;&amp;quot;In total there were 12 spell icons, 12 status effect icons and 8 portraits, with a bit of palette-swapping/layering to cut down on the work. Alice was quite comfortable with this and we paid her $200 for all the images.&amp;quot;&lt;i&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://www.significant-bits.com/how-i-got-art-for-my-game-part-4"&gt;http://www.significant-bits.com/how-i-got-art-for-my-game-part-4&lt;/a&gt;</description></item><item><title>Re: How I got art for my game.</title><link>http://forums.xna.com/forums/thread/215912.aspx</link><pubDate>Tue, 18 Aug 2009 15:58:59 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:215912</guid><dc:creator>Radek Koncewicz</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/215912.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=46&amp;PostID=215912</wfw:commentRss><description>If you guys are interested, here are two more posts in the series:&lt;br /&gt;&lt;br /&gt;

&lt;i&gt;&amp;quot;What quickly became apparent is that most pixel artists judged the budget of a work strictly by the amount of pixels it involved. What this meant is that the price tag of an image grew exponentially with its sizes. For example, if a 50×50 image cost $10, a 100×100 image would cost $40.&amp;quot;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://www.significant-bits.com/how-i-got-art-for-my-game-part-2" target="_blank" title="http://www.significant-bits.com/how-i-got-art-for-my-game-part-2"&gt;http://www.significant-bits.com/how-i-got-art-for-my-game-part-2&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;

&lt;i&gt;&amp;quot;Not wanting to alienate any of the artists, I offered $20 each for a simple animation test. It wasn’t a lot, but it was better than nothing. From our point of view, it also quickly added another $120 that we had to spend (although one of the artists was nice enough to actually send the money back when we didn’t choose him).&lt;br /&gt;&lt;br /&gt;

This turned out to have been a very good idea...&amp;quot;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://www.significant-bits.com/how-i-got-art-for-my-game-part-3" target="_blank" title="http://www.significant-bits.com/how-i-got-art-for-my-game-part-3"&gt;http://www.significant-bits.com/how-i-got-art-for-my-game-part-3&lt;/a&gt;</description></item><item><title>Re: How I got art for my game.</title><link>http://forums.xna.com/forums/thread/192853.aspx</link><pubDate>Wed, 24 Jun 2009 03:20:29 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:192853</guid><dc:creator>Radek Koncewicz</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/192853.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=46&amp;PostID=192853</wfw:commentRss><description>Thanks, glad you enjoyed it. And yeah, there&amp;#39;s a lot of talented artists out there, so I was hoping to provide some concrete info on how I contracted &amp;#39;em that other developers might find useful.</description></item><item><title>Re: How I got art for my game.</title><link>http://forums.xna.com/forums/thread/192629.aspx</link><pubDate>Tue, 23 Jun 2009 15:45:38 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:192629</guid><dc:creator>moltione</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/192629.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=46&amp;PostID=192629</wfw:commentRss><description>Interesting read, some very tallented people.</description></item><item><title>How I got art for my game.</title><link>http://forums.xna.com/forums/thread/192626.aspx</link><pubDate>Tue, 23 Jun 2009 15:30:00 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:192626</guid><dc:creator>Radek Koncewicz</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/192626.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=46&amp;PostID=192626</wfw:commentRss><description>Just thought that some of you might find this post interesting:&lt;br /&gt;&lt;br /&gt;

&lt;i&gt;&amp;quot;What I asked for were two illustrations in a painterly style — one for a boxart mockup, and another for the game’s title screen. I had some rough ideas for their compositions, but I didn’t dwell on those. Instead, I focused on details such as: theme, compensation ($200 USD, half upfront and half after completion), due date, payment method (PayPal), and delivery format (Photoshop PSD files, with the title screen divided into various layers).&lt;br /&gt;&lt;br /&gt;

Now $200 USD isn’t a very large amount, so I wasn’t expecting too much interest...&amp;quot;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://www.significant-bits.com/how-i-got-art-for-my-game-part-1" target="_blank" title="http://www.significant-bits.com/how-i-got-art-for-my-game-part-1"&gt;http://www.significant-bits.com/how-i-got-art-for-my-game-part-1&lt;/a&gt;</description></item></channel></rss>