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[Rev-Share] 2D artist, Pixel artist, UI developer (Forums : Recruiting & Resumes : [Rev-Share] 2D artist, Pixel artist, UI developer) Locked
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Mar 4 2019 Anchor

Hwy 21, as the title says are in need of one or 2 artists, both pixel and regular 2D art styles to illustrate our in-game games, which will be similar looking to Nintendo-super Nintendo.

Click the link above to get info on the game. The games are going to be fun and kooky, so prep to have a good time with em! I know I'm supposed to say something super fancy, intriguing and smart here to catch your attention, but sometimes that starts feeling fake. Honestly with just one click on the link above and you'll get all the info you need.

We are a hard working group and need the same from you, no need to apply if your not ready to work, but feel free to check the game out anyways! ;)

Our discord - come on in and we'll chat about these opportunities.

iqew
iqew VFX Artist
Mar 6 2019 Anchor

What revenue? How is the revenue going to be generated? When is it generated? How is the revenue shared?

No info given about the business side of things, yet you offer "payment". There are no details about the work required for each position and the link you provided does not answer any questions one may have, if interested in one of the mentioned positions. You are not supposed to create a fake sounding fancy job ad, but it's an ad nonetheless. This feels lazy and not thought through at all. You're mentioning that you're a hardworking group and you need the same of your future members, yet you did not put any effort into this ad. You should lead by example not by words.

If this is a revenune share project, share the business model with us, including target group, why you chose that target group and what kind of PR strategies you have planned to market your game. Also, list the exact requirements for each position and what kind of work is needed. If you've already done this at some other platform, then it should not be much work to get the info in this thread with a proper layout.

Best wishes


--

Need some polishing for your game with beautiful VFX? Check out my website: Game-vfx.com

Mar 6 2019 Anchor

Yes, sir! I've been put in my place, thank you for your feedback. I'm new to some parts of this and enjoy this kind of information, part of me keeps thinking if I give too much info. people will look at all the text and just walk away. Let me try again!

REVENUE

Revenue is planned to be generated by putting out a solid, full functioning early access. Revenue will be split evenly between each working member, with the company counting as one of those members. I want to be successful, just as much as I want to see the whole team be a success, and I believe we should all share in that, and not have one hoarding all the money. I set a date of 4/30/16 to have the early access go live. This will probably be pushed back a bit because we've had to do some reprogramming. Yes, I am the executive producer/project manager, I see the entire pipeline, how much each position can work, how far along it is, and how much more needs to be done. Yes, I have considered it as being a tight deadline, but indie's seem to lose steam rather quickly, and I know this goal is possible.

SCOPE

Why? The scope of the game is rather small, because part of it is store management, we only have to worry about one room, we'll use that same room for the defense part of the game, and fill it with assets. I say the early access will be fully functional in terms of the main game itself, meaning, the player can run their game store, buying games to stock, building up shelves, buying and placing decor items, etc. The player will also have all the basic defense side of things, upgrading the turret and counter, a build phase where they can rearrange the shelves into a more defensive position, able to repair, reload and refuel turret, as well as repair the counter, etc. Also the basic economy will be there through money and scraps and balanced out as much as we can at this point in the game (Not all decor items, games, and upgrades will need to be created for early access).

Early access will be our foundation milestone in which the rest of the game will be build. Later we'll have a trap system which is planned to begin in the pre-alpha, then fully implemented by alpha. Customers will be "built" with about 100 different combinations, a small fraction happening in the early access and building that system from there with more models as we progress. We'll be writing a game magazine that will rate all of our games, which will come into play with how much the player can sell the game for, and much more. I'd hate to tell everything....but I do have a plan.

AUDIENCE

We are targeting males, teen - early 50's. I believe this will be more attractive to men because of the grunge feel, and violent actions. We're hopping to polish up the management side of the game to appeal more to women, which would be more, upper teen to late 30's.

POSITIONS

2D artist - Requirements: Background in art. We'll be leaning towards the cartoon side of things, so you'll need to specialize/be good at that style. Your tasks: The 2D artist will be producing art for all of our in-game games. These will be small art pieces on a super-Nintendo type cartridge. Simple pieces, but good quality is expected. All games will be of our invention, hoping that will add some fun to the project for the artist and writer. Also if you stick through to further milestones you'll be creating the covers for the fake magazine. Also promotional art can be done in the cartoony feel, along with possibly other misc tasks not thought of.

Pixel Artist - Requirements: We need you to be very comfortable with this art style and versatile. While animation isn't a must, it's a strong plus for down the road. You Tasks: In the gaming world art changes over time. If we are able to get a pixel artist on board they would be doing art for the older games in the game. Some of these will be sold the earliest in the store, but down the road these will become the rare finds in the world and can be sold for big bucks. Also, hopefully by early access, its ok if we cant, but we are going to have a mini game where the shop keeper goes into the back yard land fill and hunts for scraps, sometimes finding old games and other stuffs, we want to do this in a retro pixel style.

UI Developer - Requirements: We need someone with experience in this. We want as much UI in game as possible, so we'll need it to be slick and none invasive to the environment. I'd like someone who can create the functionality along with the art side of this. With that said, our programmers can do the functionality part if needed. Your Tasks: This position will need to create the functionality and look and feel of all UI elements.

MARKETING/PR

I'm creating mailing lists, will be hosting a giveaway on the Facebook page to collect emails from our community, while hopefully building our community. Also combing through YouTube to find tubers that might be interested in our game, and creating a mailing list from there, and am still looking for more emails. We will send out an email for every milestone we make it too, as well as any contest/giveaways we'll be having.

As above, we are on indieDB and I'll be posting all develogs and trying to keep articles at the top of the front page as often as possible, the main desire is to be in the carousel on top, but that's defiantly down the road when the games further produced, which should be close to early access. Vids, images, anything eye catching will be here.

Posting on every forum I can think of, but not spamming. Trying to be involved in communities not just yelling at people to come to our game.

Social media, Facebook to talk to the masses and give updates, I'm hoping twitter will have a more personal touch. You Tube is yet to be created but we'll use it to show off vids and hopefully speak to the masses as well with it.

We have a website, but we've talked about creating a new one/more professional one on WordPress.

I know there's more, and I'm still learning, marketing really is a full time job.

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