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TIGSource ForumsJobsCollaborations"The Last Princess" - Looking for a 2D Animator
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Author Topic: "The Last Princess" - Looking for a 2D Animator  (Read 794 times)
Squidly
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« on: June 18, 2014, 11:08:08 AM »

Hey folks, I'm a programmer and secondary artist who's working on a new game tentatively called The Last Princess.

Currently I have a working engine, but it's time to start adding 'content' so we can create a demo for a Kickstarter. This means you won't get paid until the kickstarter is done, but the amount of work until the Kickstarter is ready is equal to about 5% of the game, the idea is to fund so we can sustain ourselves to complete the game.

////The Game////

This game is a Metroidvania platformer, mostly centered around a held item system - picking up, throwing, and using various items, but only being able to carry one at a time (plus character upgrades like double jumps, etc.) For example, you don't have a default sword attack, you need a sword to use a sword (duh :p) which means you can't hold something else, like a rock or a gigantic enemy grabbing arm claw. Think Super Mario World meets Metroid. The idea is to give a balanced, well paced, game that can open up multiple paths at once - most Metroidvania's remain rather directed, with 'areas you'll be' and 'areas you'll revisit,' I want to blur those lines more.

///The Plot///

The plot, in its most basic, revolves around two warring kingdoms who have had a five year peace, the titular princess is getting dressed up for the 5 Year Peace Anniversary Ball when the rival kingdom arrives, and boom - they reveal that they've packed an entire military waiting right outside (trust me there's a reason why they can do that.) In about 15 minutes, the entire castle is overrun. The princess, in a hurry, engages the emergency lock on her bedroom door which lasts for 5 days. After those days are up, she emerges, the last hero standing, to take back the castle. Without spoiling anything, it's gonna be harder than it sounds - this Princess has been raised as a Princess, no real combat experience, not expected to do much, but she will.

Style wise it's meant to be playful but also emotionally mature, I always, ALWAYS, throw a curve ball, so expect an Earthbound mixture of comedy/tragedy. One thing I'm really emphasizing is cast diversity, so don't expect things to play out how they usually do... I'm the kind of person who spent a good chunk of their time in the Diversity Lounge during PAX East. It'd be great if you could provide input as well, I'm open to changes.

///The Art Style///

The visual style as it stands is meant to be GBA-like, think concise, cute, characters who can display emotional mostly through their eyes.

Here are some examples of what I'm shooting for: [http://frootsycollins.deviantart.com/art/Wind-Waker-GBA-Demake-409266914][http://www.indiegames.com/images/timw/hydracas2a.png] [http://tinyurl.com/o7zl5qd] (yes I know the last one is not pixel, but it's a similar style)

Here is the current art, done by me and a friend (tiles) who's signing off:
[http://imgur.com/yXi3imh] [http://i.imgur.com/V6Edk1M.png]

///Responsibilities///

2D concept and 2D spriting

You need to be able to draw and pixel well, or just draw if your regular art fits.

Keep in mind this is very flexible, think of yourself as an art director too. You can literally re-sprite everything if you want, you can even opt for vectors, I honestly am not a huge fan of the character models (which I did) right now anyways.

If you're interested, contact me at:

[email protected]

- Maged H.
« Last Edit: June 18, 2014, 03:36:05 PM by Squidly » Logged
popyea
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« Reply #1 on: June 23, 2014, 06:05:50 PM »

I've sent you an email. I like the example images you used.
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