PERIHELION'S PROFILE

Writer, programmer, and artist with Project BC.

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Peri's assorted art

Thanks, everyone! I'm glad you guys enjoy the art. :)

author=Max McGee
Hey, Perihelion, do you do this kind of stuff professionally or just for fun? If the former, are you available for freelance work for an (ANALOG) game company? And do you have a website somewheres around that gives some indication of your rates for painting?
Unfortunately I'm very busy with my own projects right now and don't do commissions in general anyway. I'm a software engineer professionally, so it doesn't make financial sense to freelance as an artist. Thanks for the interest, though!

Peri's assorted art

Glad you guys like the art! karins_soulkeeper, if you want some insight into my painting process, the walkthrough I linked in my last post goes into a little bit of detail about it. Basically, I start with flat colors, then build up highlights and shadows with a brush with opacity set to pressure control (to blend colors more easily), then go back over it and add areas of greater highlights and shadows.

(Also, I noticed the first environmental piece was broken for some reason, so I fixed the link.)

Peri's assorted art

Yeah, the flat shading was because I was focusing on the design aspect rather than the art aspect. The design won't go into a game, so I didn't see the point of shading it. Anyway, glad you enjoyed the art!

I did another background and another, more detailed, walkthrough explaining the process.

Peri's assorted art

Yeah, I'm more of an environmental artist than a character artist. I'm planning on getting another artist to do the portraits for my game. What don't you like about the designs, though?

And yes, pixel art takes forever. That's one reason I'm moving towards painted graphics. It takes so much less time.

Anyway, thanks for the feedback!

Peri's assorted art

Thanks for the compliment! If you have any specific questions, I'd be happy to explain my process. Also, the one tutorial I did was pretty well received, so I'm thinking about doing more. Let me know if there's anything you're particularly interested in.

Peri's assorted art

Hi, I'm Peri. I'm mainly a programmer these days, but I do art too.

Pixel art:

Making this mockup a while back demonstrated to me the folly of trying to make an entire game like that by myself.


More from that game.


Some roguelike sprites and tiles for an asset pack that I have been meaning to finish. The sprites are pretty old, but I had a bunch of them lying around, so I figured why not make some tiles too and sell them.


Was experimenting with a quick sprite style for battles but never went anywhere with it. The monster designs are kinda neat, I guess.


A big landscape I did a while back.


Despite hating myself while doing the previous landscape, I for some reason decided it was a good idea to do another one. This has been sitting unfinished on my hard drive for quite some time because I couldn't motivate myself to clean up all of the grass. The clouds need to be finished too. Someday...


Painting:

This one I did yesterday. I'm trying to figure out how to make backgrounds very quickly, so the painting is rather messy. The building is 3D. I wrote a quick walkthrough if you're interested in how I did it.

Here are a few old speedpaints I did:




I also did a brief foray into painted tiles:


Environmental concept art with composited photos:
Painting takes forever, so recently I decided to speed up the concept process by compositing photos instead. The compositing is pretty quick and lazy, but the point was to generate ideas, and I think they came out kinda cool. Sorry these are a little big.



Some character designs:
The point was the design, so I didn't paint them, and some of them are pretty messy. Man, designing modern characters to look interesting without looking improbable is really tough! I struggled with the first two in particular.



I promise there's a reasonable explanation for the dumb spear with a chain attached...


The tattoo from the first character design:

Supposed to be Hermetic-flavored. My setting has a lot of magic glyphs and tattoos, so I'll probably do more of these at some point.


I do 3D as well as of late, but I'll skip that for now since there's a lot here and people tend to find my 3D less interesting.

A little help with my roofing style tiling?

Hey, a pretty good start! I have a few comments about the building.

  • I would personally remove the dithering on the bricks and the roof. Beginners tend to overuse dithering a lot, but generally you only want to use it when you really, really want the texture or have a very limited palette. Also, instead of copying and pasting the same brick everywhere, I would make variations to break it up. Some can be a slightly different hue, have different shading patterns, etc.
  • Put the highlight on the sideways roof tiles along the (physical) bottom of the tile instead of close to the camera. Right now the tiles sort of look like they're coming towards the camera.
  • Instead of simply making your colors darker to create shadows, shift the hue more towards blue or purple. Also try to have all of the shadows in the scene tend towards the same color. A unified shadow color is one of the easiest ways to make your colors look cohesive in a scene. This interview with a talented artist talks a bit about how he selects colors, and the color chart might be a good thing to look at.

slash does art

Cool! Your NES-style tiles are simple and effective. I like the animations. Your drawing style is cute and distinctive, too. I particularly like the blue girl; the purple outlines add a lot of energy. One suggestion I have is experimenting more with shadow colors. Shadows will generally be cooler than midtones, often tending towards blue or purple.

Rainfall: The Sojourn Kickstarter ad !

Although I feel bad for Ghost and the backers, I can't understand why anyone would have pledged to the project in the first place. I totally believe that Ghost's heart was in the right place and he put a lot of passion into the project, but it was a huge mistake to run a KS without more experience. I would have been shocked if the game had come out. There were so many red flags. Not only has Ghost never finished a game of comparable scope, but there was basically no progress on development to show at the time of the KS, and they were planning on making their own engine. That alone could have easily added a year to development time and produced a buggy, subpar result--if it ever got done at all. Not only that, but the programmer wasn't even the project lead. Was he even being paid? What would Ghost have done if he had flaked?

Even setting the engine aside, though, asking for only $6000 to make an entire SNES-style RPG of professional quality is simply ludicrous. If I'd been thinking about backing the project, I would have changed my mind immediately upon seeing the goal. Even if you can find a pixel artist who's willing to do it for that cheap, it's so little money relative to the amount of work that you're basically depending on their passion to finish the project rather than any financial incentive. Decent pixel art costs at least $20-30/hr professionally, and if you pay someone significantly less than professional rates, you shouldn't expect them to be reliable or prioritize your project. They have to eat, you know. Granted, the artist should never have agreed in the first place if that was going to be the case, but this shouldn't be a surprising outcome.

It sucks because it's clear Ghost was really invested in the project, and it sucks that the backers lost their money, but no one should be surprised. Kickstarter is NOT a foolproof preorder system, and you cannot give people money without examining their qualifications and realistically evaluating whether they can finish the project.

National Game Development Month

If you're making a commercial game and don't have someone else setting your deadline, you can work on it for this. The thing is, a lot of people in the RM community are studying game design in school and have to do a lot of game-making anyway, and it wouldn't be fair to everyone else if that counted. The idea of inventing fake goals is to motivate you to stop being lazy and get some work done, and if you already have deadlines, it's not necessary.