XNA Creators Club Online
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How I got art for my game.

Last post 8/18/2009 3:58 PM by Radek Koncewicz. 3 replies.
  • 6/23/2009 3:30 PM

    How I got art for my game.

    Just thought that some of you might find this post interesting:

    "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).

    Now $200 USD isn’t a very large amount, so I wasn’t expecting too much interest..."


    http://www.significant-bits.com/how-i-got-art-for-my-game-part-1
  • 6/23/2009 3:45 PM In reply to

    Re: How I got art for my game.

    Interesting read, some very tallented people.
    Neil Working on a turn based battle game

    Blog
  • 6/24/2009 3:20 AM In reply to

    Re: How I got art for my game.

    Thanks, glad you enjoyed it. And yeah, there's a lot of talented artists out there, so I was hoping to provide some concrete info on how I contracted 'em that other developers might find useful.
  • 8/18/2009 3:58 PM In reply to

    Re: How I got art for my game.

    If you guys are interested, here are two more posts in the series:

    "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."

    http://www.significant-bits.com/how-i-got-art-for-my-game-part-2

    "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).

    This turned out to have been a very good idea..."


    http://www.significant-bits.com/how-i-got-art-for-my-game-part-3
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