Requirement: Be the legal age in your country to sign a legal document IE a contract. In America this age is 18. The ability to do art for several long term projects ( The average project is 5 months, give or take a few.)
I'm looking for an artist (Pixel or otherwise, as long as you can animate) to work on several mobile projects with me. I'm willing to do any of the coding/design/marketing necessary as my skills in those areas should be more then enough for small scale projects. In terms of splitting revenue it will depend on the amount of work done (We will hammer this out before we actually start working.) Ideally it would be a simple 50/50 split, however if I end up doing all the programming, writing up all the design and refining it, pulling all my contacts and getting publicity going, while you only do all the art, I think it'd be fair if I got a slightly bigger piece of the pie. All in all, the more skills you bring to the table the bigger cut you get, but I'm perfectly capable of handling everything that's not art related.
In terms of sound and music, I can do some minor sound design and I have a friend who'd be willing to help out with the smaller bits for free, but any serious amount of work and she'll need a bit of cash (Though her rates are fairly low.)
If you're wondering: If this guy has pretty much all the bases covered besides art why should I work with him? Or even, why should I work with him? Well it's really a matter of basic productivity, while I CAN solo grind a project it'd be foolish to do so. If it takes two people about 5 months to finish it, it'd take me about 10 months to finish and end up with a lower quality product. While teaming up with someone else does produce a smaller revenue for the individual, in terms of time efficiency the loss of individual revenue is made up.
As shown by the image above, the total profit of a game in the iOS/Android market place is increased based on the amount of games already released. Which means experience and brand name matters. So releasing smaller products at a higher frequency during the start of our partnership is more important the releasing large products at a slower frequency. Which is why our first few products will revolve around 1-3 mechanics, following the KISS method (Keep it simple stupid). This will perform two tasks: Give us experience with releasing products and build up a name brand, and will show us how well we work with each other over the course of the project. Our first few project have an estimated timeframe of about 2 months (Give or take about 3 weeks for testing/approval/ect.) and an estimated revenue output of about $600 during the first month, after which I presume that it'd be negligible.
If you got through that wall of text and are still interested feel free to post here with an "About me" post. While I really just want to get a clear picture of who you are, there are a few things I'm looking for in particular: Timezone (What times are you available at?), art style, useable skills, preferred method of communication (Skype/MSN/ect), why do you want to work with me.
EDIT: I just spoke my musician friend (Like 2 mins after I posted this.) She agreed to work with us fulltime as a third partner, which reduces the development time even further. If you would like further insight into my thought process I ran series on Reddit called Design Analysis until my personal life consumed all my time. http://www.reddit.com/r/gamedev/comments/mbtv1/design_analysis_motion_of_controls/