PDA

View Full Version : 2D Artist Needed for Long Term, Contracted RevShare Project



micahld
Jul 08, 2017, 21:23
Weapons Grade Studios is a small, international indie dev studio currently working on a competitive 2D fighter and MetroidVania action-puzzle platformer called Evolver. We are currently seeking a skilled artist to join our team as we move out of our pre-alpha/proof of concept phase and into a true Alpha build of the game.

https://media.giphy.com/media/l0MYKWSuVjoCdcjDi/giphy.gif (https://weaponsgradestudios.tumblr.com/tagged/media)
(A demo reel of Augment Bursts, a powerful instant kill combo unique for each character)

Evolver is a set in a gritty, dystopian, solar-cyber punk society. The game play will be violent, intense, and brutal with a campaign story to match. Great examples of the mood (though not necessarily the style) we want to capture and deliver to the audience include:

- O'Ren Ishii's Origin Story (https://www.youtube.com/watch?v=ZU1LpJ02CKA)
- Linkin Park's Break the Habit (https://www.youtube.com/watch?v=v2H4l9RpkwM) (the animation, not so much the music)
- A Serious House on Serious Earth (http://bit.ly/2uCTt2L)

We've had several artists on the project since it's inception 2 years ago, and as a result, we've been able to construct a vibrant and viable project that will capitalize on the growing demand and consumption of fighting games as well as create a truly unique experience for the player. However, the artists we've had thus far didn't fully grasp or didn't have time for the amount of effort the project requires.

https://media.giphy.com/media/3oKIPuHk2jWjjpNyp2/giphy.gif (https://weaponsgradestudios.tumblr.com/tagged/media)
(Some recent additions to the game using mugen resources)

Each character has 3 fighting styles, and each fighting style has 2 stances, light and heavy. Each stance consists of a string (generally 1- 3 attacks in succession) and a special move. There are 16 characters to be animated which means not including standing, running, jumping, dashing, and other non attacking animations, each character needs an average of 2 attacks and 1 special, so 3 times an average of 8 frames is 24 frames per stance, which each of 16 characters has 6 stances, so 6x24x16 means over 2000 frames of animation to be completed in the next 2 years from attacks alone. All in all it'd be about 4800 frames for the playable characters, and around another 500 for npc's including np-enemies.

While these figures can seem daunting, it is not our goal for a single artist to complete the entire project (this would required a minimum of 6 entirely completed frames every day for the next 2 years, no breaks no holidays). Our goal here is to recruit a talented artist to help push the product's marketability as advertising and branding become more and more crucial, as well as branch the game into it's first true phase of completion, a mobile version of the game's Single Player Survival mode.

If hired, your responsibilities would include:

Animating characters' attacks, movements, etc;
Creating an immersive and tangible atmosphere through character design and frame work
Discussing and planning character design animations based on the needs of the game
Completing one character each 30 day period to the best of your abilities
(not a strict rule; quality > quantity)


Compensation will primarily come from the RevShare agreement once the mobile app is completed, but a small stipend can be negotiated to cover the time before the product launches.

https://media.giphy.com/media/l4FGGHvi3l4yfGUy4/giphy.gif (https://weaponsgradestudios.tumblr.com/tagged/media)

If you're interested, please post here, PM me, or use the contact form on our website (www.weaponsgradestudios.tumblr.com), and I'll go over the details of the project including more about the characters, the game world, and how we plan to turn a profit in the increasingly dense indie game scene.

mulambo
Jul 09, 2017, 00:58
RevShare agreementAww... never had luck with this. I would join, but this kind of projects usually is a big waste of time for graphic artists, while coders get the job elsewhere, leaving the previous project for a paid job for a bigger company. At least this is my experience about "shared revenue".

micahld
Jul 09, 2017, 01:48
Well, I can't speak for your previous experiences, but I have absolutely 0 interest in working for a "bigger company". The game is based on a story I've spent the better part of 10 years writing and the project itself is something I coded from scratch completely on my own. I've dedicated 2 years of my life to the project and I've beta tested the alpha/proof of concept version publicly at fighting game competitions. I can't guarantee you that the game is going to sell as well as I hope and surmise it will, but I can guarantee you I'm going to finish it.

That said, I don't want to delve too much into the details on the general thread. If you're interested, send me a portfolio. Thanks for the input!