TheRealFame

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Hello all that come past, so I've been the developer for my game some time. But I really need help finding a artist to bring the dream together, but I haven't had any luck so far. So. When did and where or just when. Did you all find a artist to help out on your projects?

It is greatly appreciated if you let me know, or others in the thread. Especially for the people in the same boat as me
 

fizzly

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I think the key question is: volunteer or paid person.
In both cases you will find a place on the forum where you can look for someone.
If it's supposed to be a volunteer, then if you don't create a topic about your project where you describe everything in detail, you're unlikely to find anyone. Why would someone blindly do graphics for something you don't even know or like? The only way to get someone interested is a very detailed information about the game, the plot, some first screenshots, what you've already done, what you can done, what/who are you looking for, etc.
In the second case it is easier, you can assume that you are looking for person X who will do this and that and specify your budget. I'm sure someone will chime in if it's a reasonable price.
 

TheRealFame

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I think the key question is: volunteer or paid person.
In both cases you will find a place on the forum where you can look for someone.
If it's supposed to be a volunteer, then if you don't create a topic about your project where you describe everything in detail, you're unlikely to find anyone. Why would someone blindly do graphics for something you don't even know or like? The only way to get someone interested is a very detailed information about the game, the plot, some first screenshots, what you've already done, what you can done, what/who are you looking for, etc.
In the second case it is easier, you can assume that you are looking for person X who will do this and that and specify your budget. I'm sure someone will chime in if it's a reasonable price.
I see. Then I'll quickly clarify it as volunteer work* as I'm in no position where I have the funds to pay someone. So I suppose I'll be taking your advice and opening a topic describing everything and hope it works. Thank you for your advice. And if you have more be sure to share
 

fizzly

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I see. Then I'll quickly clarify it as volunteer work* as I'm in no position where I have the funds to pay someone. So I suppose I'll be taking your advice and opening a topic describing everything and hope it works. Thank you for your advice. And if you have more be sure to share
Yup, I'm sure it will increase a chance to find someone interested to help you. Just post your topic here. Good luck!
 

TheRealFame

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Yup, I'm sure it will increase a chance to find someone interested to help you. Just post your topic here. Good luck!
Thanks, appreciate the help! I'll make a topic there later today if I get the time
 

TheAM-Dol

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Yeah, I think in most cases folks hire their artists. I know I hired my artist. I always spend hours (sometimes days) combing through folks portfolios on various websites. In the past it was deviant art, but it was miserable having to sort through 100 furry inflation renders before finally finding a competent artist that doesn't draw fetish. Even then, many artists are busy or just may expect differing amounts of compensation for their work, so even after filtering the fetish garbage out, that doesn't mean I found an artist for my project, it just means I found someone to contact.

This past time I used Pixiv, which is where I found my current artist, Somon. She's a real sweetheart.
I just reach out to the folks, giving them a brief description of what my project is and what I need them for and give them a budget. Either they say yay or nay, if it's a nay I move on to the next.

Since you will be going the route of volunteers, I think most volunteers are likely going to be folks who are looking to either gain more experience (in other words, still in the infancy of their creative hobby) or folks hoping for more exposure (but also still relatively early in their creative endeavor). In rare cases you may have an experienced individual offer to help but that's rare. My main point with this is that if you go the volunteer route, you don't get many choices for art style, limited to only the few who offer to assist you. Secondly, the problem with volunteers is that they are working for free and may not be able to commit to the project the same way as you do. So expect volunteers to come and go. If they do commit to your project, then they may be slow to turn around work (though, then again, even if you hire someone, depending on their workflow, you might still wind up with slow turn around)
The problem with volunteers coming and going is that it can really knock the wind out of the project because you are constantly having to slow down work to spend time seeking new volunteers. With art, you are unlikely to get someone skilled enough to emulate another person's art style, and therefore any time you have to seek out a new artist you will either have to accept having clashing styles or spend more time having old work redone in the new style.

This isn't to discourage you, I'm just speaking from experience and want to help you know what you are in for. I think generally it's better to find some way to save up money and commission someone. Money (generally, but not always) makes the whole operation go smoother.
 

TheRealFame

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Yeah, I think in most cases folks hire their artists. I know I hired my artist. I always spend hours (sometimes days) combing through folks portfolios on various websites. In the past it was deviant art, but it was miserable having to sort through 100 furry inflation renders before finally finding a competent artist that doesn't draw fetish. Even then, many artists are busy or just may expect differing amounts of compensation for their work, so even after filtering the fetish garbage out, that doesn't mean I found an artist for my project, it just means I found someone to contact.

This past time I used Pixiv, which is where I found my current artist, Somon. She's a real sweetheart.
I just reach out to the folks, giving them a brief description of what my project is and what I need them for and give them a budget. Either they say yay or nay, if it's a nay I move on to the next.

Since you will be going the route of volunteers, I think most volunteers are likely going to be folks who are looking to either gain more experience (in other words, still in the infancy of their creative hobby) or folks hoping for more exposure (but also still relatively early in their creative endeavor). In rare cases you may have an experienced individual offer to help but that's rare. My main point with this is that if you go the volunteer route, you don't get many choices for art style, limited to only the few who offer to assist you. Secondly, the problem with volunteers is that they are working for free and may not be able to commit to the project the same way as you do. So expect volunteers to come and go. If they do commit to your project, then they may be slow to turn around work (though, then again, even if you hire someone, depending on their workflow, you might still wind up with slow turn around)
The problem with volunteers coming and going is that it can really knock the wind out of the project because you are constantly having to slow down work to spend time seeking new volunteers. With art, you are unlikely to get someone skilled enough to emulate another person's art style, and therefore any time you have to seek out a new artist you will either have to accept having clashing styles or spend more time having old work redone in the new style.

This isn't to discourage you, I'm just speaking from experience and want to help you know what you are in for. I think generally it's better to find some way to save up money and commission someone. Money (generally, but not always) makes the whole operation go smoother.
Yeah.. I can agree on what your saying by far very easily.. but I still believe I should get the volunteer chance a look. Because they possibilities may be higher or lower in my favor.. and you know me, I love Russian roulette with things. So I'll definitely take my chances with this route before going completely broke with the other, that being said. I'd still both credit and acknowledge that they made the artwork for which is seen in the game by all means. But anymore then that I won't know how to respond to them about it.
 

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Share your game idea and what you already have made to different communities, you'll find artists everywhere, even in non-art communities, and among your personal friends. If someone sees it and they believe in your project they might offer to contribute. If you want someone to work for free in a significant role you're likely going to have to share some of the ownership of the project to compensate.
 

TheRealFame

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Share your game idea and what you already have made to different communities, you'll find artists everywhere, even in non-art communities, and among your personal friends. If someone sees it and they believe in your project they might offer to contribute. If you want someone to work for free in a significant role you're likely going to have to share some of the ownership of the project to compensate.
Fine by me, as long as I can finish the project and entertain everyone with what I had hand in creating with that artist! everything is good. But I'll quickly say. I'm looking for pixel art.. specifically the right kind to make spritesheets with
 

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Fine by me, as long as I can finish the project and entertain everyone with what I had hand in creating with that artist! everything is good. But I'll quickly say. I'm looking for pixel art.. specifically the right kind to make spritesheets with
I am saying that in case any money becomes involved with either you selling the game or someone/a publisher comes along and offers to buy the rights to the game. Then that artist will be entitled to a portion of that money, but that is why they would agree to work for free in the first place.

I'll add that even if you don't sign any kind of contract, the artist can take you to court, say they contributed a significant amount to the game and a judge can agree and award them the money (the judge will decide how much).
 
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TheRealFame

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I am saying that in case any money becomes involved with either you selling the game or someone/a publisher comes along and offers to buy the rights to the game. Then that artist will be entitled to a portion of that money, but that is why they would agree to work for free in the first place.

I'll add that even if you don't sign any kind of contract, the artist can take you to court, say they contributed a significant amount to the game and a judge can agree and award them the money (the judge will decide how much).
Ahh, damn. I see.. that wouldn't be good by all means-
 

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Ahh, damn. I see.. that wouldn't be good by all means-
It is just a risk/reward tradeoff. The artist takes a gamble by getting nothing upfront that the project is a commercial success and gets a percentage of the profits or they get paid upfront in exchange for giving up legal ownership of the work and have no claim to the profit.
 

TheRealFame

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It is just a risk/reward tradeoff. The artist takes a gamble by getting nothing upfront that the project is a commercial success and gets a percentage of the profits or they get paid upfront in exchange for giving up legal ownership of the work and have no claim to the profit.
Yeahh.. it's just something I really need to think on, because I dislike legal troubles
 

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I see. Then I'll quickly clarify it as volunteer work* as I'm in no position where I have the funds to pay someone. So I suppose I'll be taking your advice and opening a topic describing everything and hope it works. Thank you for your advice. And if you have more be sure to share
To be completely honest with you, unless you need something very small, it's not going to happen. Artists that offer commissions are most of the time swamped with paid work as is already, so volunteer work is just not going to happen. (Sure, it's never zero, but we're using majorities, not exceptions.)

Revenue sharing is also not going to happen. As the others already described, it's just a bad deal for the artist. The chances that you of all people make the next big viral indie hit is nigh zero. (As is for all of us.) So there's kinda zero incentive to do that for the artist.

And nobody wants to work for the infamous currency of "exposure" either.

So, as hard as it might sound: You either put some (A lot) of money on the table, scavenge the web for free assets, learn to make your own assets, or save up money.
 

TheRealFame

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To be completely honest with you, unless you need something very small, it's not going to happen. Artists that offer commissions are most of the time swamped with paid work as is already, so volunteer work is just not going to happen. (Sure, it's never zero, but we're using majorities, not exceptions.)

Revenue sharing is also not going to happen. As the others already described, it's just a bad deal for the artist. The chances that you of all people make the next big viral indie hit is nigh zero. (As is for all of us.) So there's kinda zero incentive to do that for the artist.

And nobody wants to work for the infamous currency of "exposure" either.

So, as hard as it might sound: You either put some (A lot) of money on the table, scavenge the web for free assets, learn to make your own assets, or save up money.
I suppose you must be right sadly, so I'll do the option before the last you described
 

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I suppose you must be right sadly, so I'll do the option before the last you described
Making commercially successful games doesn't come free no matter how you look at it. You either spend money(To hire people) or time(to learn everything yourself). (btw, there's over 6k free rpg maker games on itch. Most of them poorly made stuff but you know, it's still competition)

Making your own assets is what most people do it seems. It's also a reason why people never finish their games. Making every single asset yourself is a death sentence for solo developing, unless you make like a 1 hour game or something, which is usually not what people call their "Dream project".

Even scavenging for free assets is time consuming. Finding them, editing them to fit the rest of the game. It's a lot. So, unless you're prepared to spend years and years on your game. Potentially never releasing anything due to burn out, or simply lack of interest at one point, I would recommend saving up money. (What I'm doing is commissioning pieces for whatever amount of money I can afford. Takes a long time, but still lightens the weight a lot.)

One other possiblity is crowdfunding. If you can pull of a good demo, a good kickstarter page and advertise it well, you can get your money that way.
 

TheRealFame

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Making commercially successful games doesn't come free no matter how you look at it. You either spend money(To hire people) or time(to learn everything yourself). (btw, there's over 6k free rpg maker games on itch. Most of them poorly made stuff but you know, it's still competition)

Making your own assets is what most people do it seems. It's also a reason why people never finish their games. Making every single asset yourself is a death sentence for solo developing, unless you make like a 1 hour game or something, which is usually not what people call their "Dream project".

Even scavenging for free assets is time consuming. Finding them, editing them to fit the rest of the game. It's a lot. So, unless you're prepared to spend years and years on your game. Potentially never releasing anything due to burn out, or simply lack of interest at one point, I would recommend saving up money. (What I'm doing is commissioning pieces for whatever amount of money I can afford. Takes a long time, but still lightens the weight a lot.)

One other possiblity is crowdfunding. If you can pull of a good demo, a good kickstarter page and advertise it well, you can get your money that way.
Oh- I'm very far already in development- so crowdfunding isn't a option.. I'd more or less be giving the full game away for free-
 

SGHarlekin

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Oh- I'm very far already in development- so crowdfunding isn't a option.. I'd more or less be giving the full game away for free-
Why would it not be an option, and why would you be giving it away for free?
 

TheRealFame

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Why would it not be an option, and why would you be giving it away for free?
Oh? You said show a demo of the game during a crowdfund, and uh- it's nearly done in a sense
 

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