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Lineartists need for fantasy-style character/monster art. Teams welcomed!

Started by TheArtifex Jul 29, 2004 at 11:08 PM 5 replies 1.3k views
Original Post
TheArtifex
TheArtifex
Hey there. I'm Justin Smith, the lead developer for indie development group Trillæm Productions, which is currently in the midst of creating a fantasy-style MMORPG entitled Sanctus Legacy Online. Anyway, we have had very bad luck keeping relationships with non-paid artists, and we find that, for most people, the primary motivation for working with us is not experience or recognition, but money. Our permanent team members, Jessie, Jason, and Mike, have been extremely loyal, and all refuse to give up on this project simply because of delays- but we are still in need of a dedicated lineartist for character concept art and "miniatures," or sprites. We are a very young and, like it or not, inexperienced development team trying to establish some form of recognition and fan-base for future games. At this point, money is something we don't even have for our own means- much less to pay for an artist. Thus, we are looking for someone in the same predicament as ours- just trying to get started somewhere. Our ability to produce this game is undoubted by the team. Jason has already proven himself with incredible musical pieces which can be found in the "Music" section of our development forums: http://www.sanctuslegacy.myfreebb.com Jessie has been an astounding coloring artist and an active member of the DeviantART community throughout the entire process, despite many ups, downs, and uncertainties in dealing with other potential lineartists. Mike has shown a great deal of improvement in his ability to work with low-poly 3d models and such, and is now beginning to master animated models. I have already created an OpenGL mapmaker application (which I hope to restructure in VB soon), and am nearly completed with the VC++ OGL 3d framework we will be using for this and many future projects. Right now, we are in the planning and pre-production phase- getting everything in line before we get too far into the project and decide to make changes and start over. One thing that has been a major conviction of mine is to incorporate every member our of team in every decision as much as possible. However, since we are still missing an important member of our team, we are not able to make any completely solid decisions. Thus, before we can continue developing the game itself, we need to decide on a lineartist who is not in it for money, who is dedicated, who has ambition for creating this game, and is capable of the requirements. Coincidentally, working with a group or collaberation of artists is still an open possibility, and gladly welcomed. More people coming together usually results in a higher level of commitment, and also brings an air of professionalism to the team. Anyway, let's move on to the job description, shall we? There are currently 19 classes, and each has a male and a female version. Each class needs one or two pieces of concept art first, so we can begin putting together a website. Once the concept art is completed, we would like to have a rendition of our team in the game's style for the Bios page. Once we have enough materials to begin putting together our website, we need to begin the in-game artwork. Each class requires 178 sprites- miniature and less-detailed images of the character to be used in-game. Animation frames, if you will. This are by no mean works of pixel-art- simply smaller drawings. If you are unsure of what exactly we are looking for, feel free to contact me and I'll give you a more descriptive example packet. These sprites will be headless, because the players will get to customize their hairstyle, &c. Therefore, you will also be responsible for creating head/hairstyle-sprites which will be placed where they belong on the body in-game. We would like to have 16 different hairstyles for each gender, and each style will be colored in 16 different shades by Jessie. Aside from the human classes, we also need monster sprites. Each monster will need one or two pieces of concept art for the description pages, and about 50 in-game sprites. If you don't believe you are capable of doing monsters, or are simply unsure, please let us know, so we can look for another lineartist or another team of lineartists to take care of monsters. The last thing we will need are images for items. These will be very simple, and very easy. Each item needs a small sprite for when it is lying on the ground, and an image to be displayed in its description. We plan to do all of the concept art / website art first, then move on and complete the novice class so we can begin testing basic functions such as walking, talking, and other basic interactions. After the first class is done, we would like to make a handful of items to test things like equipment, recovery items, magic items, and the likes. The next thing would like to have is a handful of monsters to test combat functions, exp rates, spawn rates, &c. After this point, we will probably bounce back and forth, doing one class, then some more items, then some more monsters, until the novice and the first 6 classes are done. After the first branch of classes is done, we will try to complete enough monsters and items to open alpha testing with a small group (perhaps 300-500). From this point, we will resume the class->items->monsters routine for the remaining twelve classes. Once all of the classes are completed, we will open beta testing to the public while we finish up items and monsters for the rest of the game. Once we believe the game is of professional quality and completion, we will open it up commercially, begin paying for advertisement, and decide where to go from that point. We would like to continue this project far past completion, to the point of new expansions, &c. If we do make it to this point, we will be able to begin paying all members of the team- incentive to stay with us while we begin expanding the world. If you would be interested in joining us on this project, please contact me, or anyone else on the team, using any of the methods below. We are especially interested in working with teams, clubs, guilds, or groups. We simply ask that whatever group is interested would decide on a style and prove that they can imitate it so that one class doesn't look entirely different from another. Justin:: E-mail: SanctusLegacyOnline@hotmail.com AIM: SanctusLegacy Development Forum (Open to public): [link] MSN Messenger:: Justin- SanctusLegacyOnline@hotmail.com Programmer, Lead Developer, Musician. Top student (programming). 3 yrs. programming experience. 8 yrs. musical experience. 2 yrs. team-based project leadership experience. Jessie- jessie_lynn85@hotmail.com Coloring Artist. 4 yrs. artistic experience. Top student (art). Jason- extreme74@hotmail.com Lead Musician. 3 yrs. music experience. 90:00+ bgm produced for game thus far. Mike- mcramer_03@hotmail.com 3d Modeler. 3 yrs. high-poly modeling experience. 1 yr. low-poly modeling experience. 2 yrs. animation experience.
TheArtifex
TheArtifex
Also, before we undergo the serious crossfire that usually occurs with the announcement of another indie-based MMORPG attempt, I'd like to reassure you- we all understand how many countless MMORPGs have risen and fallen. In fact, I must admit I find it hilarious how well under 2% indie-based MMORPGs make it past hype and actually turn into something.

We believe we are more than able to succeed, monetarily and skill-wise.
EtherealChaos
EtherealChaos
I wish you the best of luck but may I ask why you are developing a MMORPG as your first game? They take years to develope even my industry greats... Money is also an important factor in development (Servers, High-speed connections, storage, datebase systems, etc. etc.). Maybe you would be better off just making your game an RPG-type game? People may be more interested because alot of "experienced" people do not want to work for free but its easier to grasp their willingness if you offer a project that is deemed doable by them. Maybe you can make it a multiplayer game (where someone with the game host the a game and people join) but as far as MMORPG go - your need alot more things to develop and maintain it...

Either way, best of luck! Your artwork looks pretty good, congrats...

Mitch
Ethereal Chaos
TheArtifex
TheArtifex
Ah, yes. ^^

This is another question we face a lot.

Why start with an MMORPG?

Well, the biggest problem, as you have correctly stated, with starting with an MMORPG is the incredibly high cost of servers and high-speed connections, &c.

This is where we have found a nice break.

We have already been granted at least one T1 server during alpha by a fellow graduate, Ryan Arthur, whose parents are both filthy rich (jackpot) and in the computer industry (triple 7's, baby).

But, having no intention to rely on this forever, I will be attending Full Sail college in Florida. If you haven't heard of it, you should look into it- it's an excellent New Media college. I will be majoring in Game Design, and will thus have complete access to every necessary resource- particularly during the project development portion of the class. I will have complete access to all the needed servers, labs, &c., required for beta testing.

Once we are ready to move into commercial release, we hope to be financially capable of funding our own servers, and plan to expand as capable and necessary.

I thank you for your encouragement, and also for your concerns. We completely understand and even agree with many of your doubts. But rest assured- we intend to prove ourselves to be more than the typical indie development team- a couple of spoiled n00bs with a lot of ideas and no skills to carry them out. ^^

Anyway, I still haven't answered the question.

There are a few reasons we would like to begin with an MMORPG.

For one, an MMORPG is by far one of the hardest genres of games to develop. We completely understand the challenges involved, and are actually drawn by them.

You see, as you may have caught in the first post, our primary goal is by no means commercial. We are definitely not professionals, and wouldn't even begin to think so. ^^ We are just trying to get a grasp on the industry's requirements, at their toughest.
An MMORPG encompasses a great deal of skill in coding, because so many users and so much interaction is involved, along with other issues such as storage, databases, networking, &c.
We have chosen a very difficult graphical style which encompasses both 2d and 3d art requirements, testing our ability to work with simple things like 2d sprites, all the way up to complicated 3d models, complete with animation.
MMORPGs also require music that is both entertaining and ambient- a blanket policy for all video game BGM.

Also, we have chosen to begin with Sanctus Legacy Online because the game is a sort of "introduction" to Shallum, the world in which the game takes place. I am already writing the storyline to an RPG trilogy (or, potentially, an entire series) that also takes place in Shallum.

And, frankly, I'd much rather screw up a test project than an RPG into which I've already invested so much thought. ^^

More than much else, this MMORPG is a test. We're throwing ourselves into as many potential hazards as we can find, because we wouldn't want to be surprised when we move to the RPGs later.

I hope this answers your question. ^^
EtherealChaos
EtherealChaos
That was probally the best "why we want to do this" answer I've heard in a long time... You seem to have your priorities straight and have a goal you clearly want to accomplish - we dont see that to much with the independents out there (Yet, there are alot that seem to really have their project becoming what they envisioned). Once again, I wish you the best of luck! Also, check out tigerdirect.com for some server deals - you may find one or 2 (cheap) that you can use for the game.

Mitch
Ethereal Chaos
thedevdan
thedevdan
Since that is a lot of art, and you haven't gotten much luck with artists, have you tried dummy drawings by yourself or others in the team, until you get an artist?

And just as a question, are you mixing 3D and 2D? You said someone was working on models, but you also need character sprites. Either way, great luck!
Not giving is not stealing.
TheArtifex
TheArtifex
First off, I really want to thank you for your encouragement, this time, as opposed to the borderline prejudice I've faced at some other communities.

Also, I'm glad that I have a convincing answer. I'll have to use that one from now on. ^^

Anyway, my turn to answer some more questions...

Yes, we are blending 2d and 3d, in a fashion very similar to iRO (http://iro.ragnarokonline.com). 3d heightmap, animated 3d models, 2d "sprites" for characters, items, and monsters.

Also similar to Paper Mario, now that I think about it.

By no means intended to be an original method- just one that we all liked and agreed upon. Also, very fitting for the anime style we're going for.

As far as dummy sprites go, we like to use sprites from iRO rather than waste time drawing our own dummies.

But the answer is yes, we do use dummies.

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