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879302 Posts in 32975 Topics- by 24362 Members - Latest Member: Zokk

May 23, 2013, 06:46:56 PM
TIGSource ForumsDeveloperBusinessUnpaid WorkLooking for pixel artist to do backgrounds for nearly-finished puzzle-platformer
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Author Topic: Looking for pixel artist to do backgrounds for nearly-finished puzzle-platformer  (Read 1043 times)
GetWellGamers
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« on: December 15, 2011, 12:17:37 AM »

Hello all, this is my first time at TIGSource so forgive me if I mess up any forum etiquette.

I'm part of a team that's been working on a puzzle-platformer called Camera Obscura for a while, and while we're nearing completion on just about every other front (animation, programming, music, etc.) we haven't been able to find anyone to do the backgrounds.  Now, I know this place has a reputation for being full of "I've got an idea, just need people to do all the work for me" projects, so let me just show you where we're at so far:

http://www.youtube.com/watch?v=YuT4qOLSdq8

This isn't a fly-by-night operation or anything, we've got some really good talent here, and everyone I've showed it to, including lots of industry professionals, have thought the idea and execution was really interesting, so it's got some legs.  And as far as marketing/publishing goes once the game actually gets finished, I have a lot of media connections from when I worked for GameSpy, and I also have gotten some fairly wide exposure from the ten years I've been running The Get-Well Gamers Foundation, a charity that puts videogames in children's hospitals.  Part of the plan is to earmark a percentage of my stake in the game's profits as going to the charity, which I'll leverage with the Publicist who works pro-bono for the Foundation to get the announcement of the game into places that normally might not even cover videogames.  The Foundation has gotten articles in mentions in publications as far afield as Good Housekeeping, so turning that kind of network towards this game insures it won't be a there-and-gone indie game.

And as afar as actual publishing, I've been speaking with some people at Valve (Old classmates from DigiPen) about getting it on steam, and they agree it's got an above-average chance of passing muster for publishing on Steam, with XBLA as a backup if that doesn't work. (It's coded from scratch in XNA, so there's no real concerns with porting between PC and XBLA.)

So if you're still with me at this point, here's the setup:  We have a character/creature artist/animator, but our background artist kind of up and vanished after only completing the first few steps.  Development has proceeded well in every other area, but we're already penciled in to demo our game to the Steam reps at Game Developer's Conference and we can't show up with everything else perfect but only one background.  So what we need are eight sectioned backgrounds, indoor and outdoor versions of four different environments.  By "sectioned", I mean that there are three sections to each background, a "High", "Mid" and "Low" section, with each section needing to tile vertically not only with itself but with its neighboring sections, such that one background might be arrayed like:

High
Mid
Mid
Low
Low
Low

Or:

High
High
Mid
Low
Low

Or however the alignment needs to go.

If anyone's interested, has any questions, or just want to comment on the game, feel free to post here or e-mail me at [email protected].
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Miguelito
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« Reply #1 on: December 15, 2011, 03:19:49 AM »

Hiya,

 this looks superb! Really great work, congratulations!

 Out of interest: How does the game determine when the copied environment "locks" into place? I can see that at some point the new platforms remain frozen in the air to allow for some jumping.

 Also, it might be an idea to re-think the general design of the "copies": while outlines are nice, they look a tiny bit like graphic errors or artifacts at the moment. I'd definitely recommend making them animated (flicker, marching ants), and/or possibly switch to solid blocks of transparency.

 But these aren't even criticisms, just suggestions. Great stuff!
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GetWellGamers
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« Reply #2 on: December 15, 2011, 11:45:27 AM »

It's on a timer.  After you flash you have about two seconds to move it around and then another four seconds after it locks in place.  And as for the outline, we're working on a more gradual fade but on the other hand we're very worried about screen clutter- if you'll notice, there's no UI at all and we'd like to keep the screen as clean as possible.
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injustpotato
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« Reply #3 on: December 15, 2011, 03:07:55 PM »

Wow, this game concept is one of the most amazing and unique game I've seen here. I mean it, I've never seen something like it.

Anyway, I'd love to do the backgrounds for you. I'll email you with my information.

Cheers!

-Injustpotato
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