SINN'S PROFILE

sinn
the original sinn
1092
Drawin

My gallery

Search

Filter

[Paid - Kickstarter?] Black Characters/Face-sets!

Ah well, i'm a bit late i suppose.
If there's any artist who back out from the project,
I'm still open.

act2rescue.png

this looks v. fancy... ! Playing this just for the sideview battle screen.

Game Design/game artist as a career

author=LockeZ
author=_______
dont worry about networking. its no substitute for skill
If only this were true. Or even, like, 10% true. Unfortunately networking is just about the only requirement to succeed in any field, and skill is almost completely optional no matter what your career is. This is amplified even further in "artistic" fields of work.

A lot of the reason for this is psychology. You only have to convince one person that you're good, and that's the person hiring you for the job. The way humans work is that if they have a choice between someone they know from experience is pretty decent and a stranger who looks on paper to be completely amazing, they will always pick the former. Because the latter is probably lying, or not telling you an important part of the equation like "I will steal from the company" or "I have major personality issues that will interfere with everyone else's productivity." Even if the risk/reward ratio is really good, it's not worth the added stress to most employers, compared to hiring the same guy your friend hired for their last project.

Anyway, here's an hour-long talk on publishing your first mobile game. Useful? Maybe. Can't hurt to watch. https://www.youtube.com/watch?v=a4zTGaqEb0M#t=243


Well, opinion appreciated but, connection DO get you in the office...
the question is will you "deliver?
If your work stalls the team effort, it's as easy to kick you out.
Someone with good skill and portofolio, and with a decent effort to network, could get the same job.
It's all matter. That's my two cents
But craft is definitely the harder tools to acquire when speaking of long term development. That alone comprises networking and communicating your demand and opinions in technical environment, is it not?

I'd love to watch that video, but everytime i went home from work, i have little energy to be discouraged. I prefer videos of games and reviews.

Reading and responding to your opinion here is better and clearer.
i'll probably watch it tommorow, it's holiday afterall.

author=cashmerecat
I mean I just look at this drawing by you amongst others and I already get the feeling you can create great art for games.

In my opinion, your art would severely benefit from going the Qui Domi, Oneshot, Ib route. Focus on creating exceptional atmosphere in your games, just like in your art. People will pay for an atmospheric and immersive experience.


Glad you like my artwork.
I ought to try your game sometimes, if we have similar taste, it'll be great chance to collaborate.

author=cashmerecat
I mean, yes, teams will get you so far but it's like being a director. I've heard somewhere that the writer/directors are the people with the real power, they don't have to rely on a writer to create the experience for them. The same with you. If you can learn how to create games yourself instead of relying on others to create them out of your art, you're gonna be a whole lot more of a toolset.


Well, having superhuman powers and getting like extra 20 seconds for every minute on this earth is my dream. :D At this point i don't have enough time to learn yet... Just art first.
Although i heard touhou was done by a single guy...
Getting more people with similar taste on your project also increases attention, i think.

pimp_my_jackhammer.png

Getting geekyyyy

What Videogames Are You Playing Right Now?

Trying to get into uh ..."manual aim action combat".

Dragon Nest, anybody?
Oh and parasite eve is quite the ride too!

Game Design/game artist as a career

Well, thank you very much for the responses.

I am very grateful despite the truth being shared, although the article http://www.gamasutra.com/view/news/237046/Lets_get_real_about_the_financial_expectations_of_going_indie.php
has some interestingly contradictive opinion... It's still not an easy business to keep afloat anyway.

author=CashmereCat
This is fantastic advice. I recommend whole heartedly what slash and unity have said. On the other hand, to be honest, if you create a kickstarter with great art like yours, then it's easy to get money. It can be seen as selling out, but honestly, if you've got a great idea and you can actually back it with good results, like OMORI or You Are Not the Hero or LISA, then you should do it. It's probably the best way to get money, but I'd shy away from hiring a big team for that kind of thing. Teams actually complicate things in my opinion, especially when money is involved. Things can get REALLY messy REAL fast. If anything, the team should be 4 people at most, and at that point you've gotta be really trusting them.

Red Nova's got an excellent guide to teams that I thoroughly recommend you checking out. (Part 1 {Recruiting}, Part 2 {Working}) Red Nova's got experience in working in a dynamic team (they won the Indie Game Maker Contest 2014, unity's part of that team too as well as Sooz) and I think I want to recommend that to anyone starting a team ever since it's so useful. It helped me certainly during the McBacon Jam, especially since most of the mistakes we made probably would boil down to a rule on that list xD

Thanks Cashmere, much appreciated. To be entirely honest, it's my intention to get people to hire me for my art for now. From there on it'll probably help getting me used to a teamwork environment and delivering a finished products. Possibly learn about the core idea on programming... i have literally no idea about it and it irks me somehow. It sure looks fun solving codes and measuring tiny bits detail of your game experience, being occupied wholeheartedly in your project.






author=_______
dont worry about networking. its no substitute for skill

if you want to create then start by actually learning to create. master a craft

This i follow. It's hard to market nothing, as far as i learnt back from the time when it's all dream and no skill....currently i'm just trying to get used to the environment and games being made and played here.


author=Luchino
Going commercial is but a dream for me now. I'll probably have to fiddle around with Unity and perfect my spriting skills before I even go that route. The RM comm in general is but a puddle to the ocean of indie-game dev out there, and getting noticed is extremely hard if you're not good at marketing yourself ( like me >< ).
Well, i treat it less like a dream and more of a potentially more rewarding mentally and a much stabler field of problems that i can handle.
I have to perfect my painting/drawing skill and make it useful around the site first too. :)
if you like it enough, i think going commercial is just a way to support your lively hood than some idealistic change-the-world scheme aye ;>


author=Red_Nova
It won't get done overnight. It won't get done in a month. Hell, it'll probably be YEARS before you achieve your dream goal of going fully independent.

As much time as making the actual game takes, it's about 50% of the entire process. That's being generous.

I do know one absolute truth that is guaranteed to get you a chance at going indie.

MAKE. CONNECTIONS.

You don't have to be the best dev. You don't have to revolutionize whatever genre of games you're making. You DO, however, need to be able to show off your game as often as possible to maximize the precious exposure that many indie devs constantly fight over.

You want to know what the best part is? You don't even have to be socially capable to make these connections! As a dev, I'm fairly certain talking about your game can't be too hard for you. It's not like you have to ask personal questions and talk about yourself (most of the time).

Talk about your game to people. If they like it, then you've started a connection. Strengthen those connections while adding new ones is a great way to build up your network of people and make it easier to get your game added to otherwise inaccessible places. Plus, having others talk about how awesome you are is worth at least twice as much as you talking about how awesome you are.


I'd love to talk about my game ideas, but it's past those days where it's all talk and less action. The more you talk about your game idea, the more your realize your skill is lacking and hence the slow and nevercoming demo/prototype. As you say, there's always good idea, good conversation. And like always, your precious indie ideas always end up looking like some recent AAA release which have the better resource and probably dries out once you keep talking about them. So far, my experience. Currently i have a few close knit friends to talk about our development...we'll definitely look for more opinion once our game incubates more and has better shape.

The tips is much appreciated so i'llbe looking for connections and opportunity where i offer service as a game artist first, and probably learn core ideas about programming and selling games.
I'll probably chip in to someone else awesome game in dev for the moment. :D Nothing new and revolutionary, i'm afraid.

HAUS's General Art Thread

There's a chocolattier? What is this game?? :D

I seriously dig into that archer form though. Very heavy on the arm, sturdy shot.

DEEP SOULS Review

Classic RM gem. Hohoo!

Game Design/game artist as a career

Given the quality opinion from either Unity or slash, i feel like i need to put it upfront my intention in general.

I don't know about being rich because my entire life has been about work and sacrificing something to achieve something. Orthodox Asian mindset.
But not too orthodox.

I want to make money, as slash said confidently, decent living wage.
It means tomorrow i have to worry what kind of games to make, it'll sell at least for the next year, sometimes not too much, sometimes more, and then keep making more. Advancing, and constant. I'd love to keep working my ass of on something i understand and love, not too perfect, but just enough.

Being a millionare is entirely luck, but business? I'd like to believe hard work pays off and bring more work. It makes more sense to make games, art, toys, anime, and sell them for money than turning stupid rich and then not knowing what's next. Releasing something for free sounds like the thing with all the recent Patreon outbreak, I'll take that chance.


As for slash, congratulations!
You should probably be more prouder about selling your games in IOs, and getting spare changes! I feel RMN is more like the prototype and test lab among fellow creatives, and making it out in the open on the user end is the more troublesome deal.
Some of them are irrational since they have little patience to understand your work, much like every end of business where customer meets producer, since customer are kings...well, what happen to kings huh.

And your 6 years of practice sure isn't a waste then, and those 8-9 hours should get more applause! I'm more confident hearing it even if it means tiny to you.
Keep creating, i'll be right behind you.

As for unity, yes, i understand how most business is full of cutthroats and jackass. Nothing is perfect. But if passion truly mean anything, it's a risk worth taking and i'm sure i'm bound to make some friends, enough to keep the boat afloat at least. And if anything, i learned that money is important but then again, the motivation and time you put on your talent is an expense unmeasured just by money.
So i'd like to believe this cutthroat nightmare is dependent on the situation.
Nothing too sugary for my diabetic soul, but then i'm too old for any surprises either.


I just love if anyone could share their game sales experience, and speaking of which...how would you go about selling games in the current era of piracy and counterfeit products and torrents, like my country where pirated dvds and games are all justified in the name of poverty and low welfare? Do you go for steam marketplace and their DRM (is DRM a device, a script?), gamestop? or altogether just sell it in your own website with your goodiebags?

HAUS's General Art Thread

author=JIHAUS
DAY 19



Today's PB classes, featuring the former Blue Mage turned steampunk Alchemist and the former Summoner turned 80s car mechanic Machinist. Definitely a change of wardrobe between the concept art and the sprite on the latter though, but the general feel is the same either way and that's all that counts.


This is pretty hip, you also did the pixel art too?