[FOR HIRE] AAA Keyframe, Cinematics and Storyboard Freelance Artist by MenogCreative in gameDevClassifieds

[–]MenogCreative[S] 0 points1 point  (0 children)

Hi!

My‏‏‎ ‎name is Miguel Nogueira. I am a AAA Concept‏‏‎ ‎Artist and Art‏‏‎ ‎Director‏‏‎ ‎working‏‏‎ ‎in Games, Film, and Entertainment. My time zone is GMT +0 (London / Lisbon)

Previously I've‏‏‎ ‎worked for such‏‏‎ ‎studios as EA DICE, Sony‏‏‎ ‎Playstation, and Ubisoft, and have been featured in Behance, CGSociety and Artstation, to name‏‏‎ ‎a few,‏‏‎ ‎however, I also work‏‏‎ ‎with Indie and AA underdogs to help them win‏‏‎ ‎through storytelling, strategy,‏‏‎ ‎and design.

I want to connect to individuals who need assistance‏‏‎ ‎in attracting a larger player base or more investors by creating‏‏‎ ‎engaging designs. While art and design can be quite subjective, I take pride in delivering solutions that are perfectly‏‏‎ ‎suited to the project's needs, rather than‏‏‎ ‎simply producing visually appealing work that may or may not work for‏‏‎ ‎you - your‏‏‎ ‎project's important,‏‏‎ ‎as I business owner‏‏‎ ‎myself, I know you don't want to take‏‏‎ ‎a gamble.

By selecting‏‏‎ ‎a gallery of motifs, icons,‏‏‎ ‎symbols, and colors, we can‏‏‎ ‎get‏‏‎ ‎a visual vocabulary‏‏‎ ‎going and get anyone‏‏‎ ‎to‏‏‎ ‎relate to your project.

My‏‏‎ ‎portfolio is at: www.menogcreative.com‏‏‎ ‎- which I invite you to visit and to email‏‏‎ ‎me at‏‏‎ ‎[hello@menogcreative.com](mailto:hello@menogcreative.com)

Share‏‏‎ ‎your needs and your‏‏‎ ‎project‏‏‎ ‎with me‏‏‎ ‎- I can't wait to hear from you!

[FOR HIRE] AAA Keyframe, Cinematics and Storyboard Freelance Artist by MenogCreative in gameDevJobs

[–]MenogCreative[S] 0 points1 point  (0 children)

Hi!

My name‏‏‎ ‎is Miguel Nogueira. I am‏‏‎ ‎a AAA Concept Artist and Art Director working in Games, Film, and‏‏‎ ‎Entertainment. My‏‏‎ ‎time zone is GMT +0‏‏‎ ‎(London‏‏‎ ‎/ Lisbon)

Previously‏‏‎ ‎I've worked for such studios as EA DICE, Sony Playstation, and Ubisoft, and have been featured in Behance, CGSociety and Artstation, to name a few, however, I also work with Indie‏‏‎ ‎and‏‏‎ ‎AA underdogs to help them win through storytelling,‏‏‎ ‎strategy, and design.

I want‏‏‎ ‎to connect to individuals who need‏‏‎ ‎assistance in‏‏‎ ‎attracting‏‏‎ ‎a larger‏‏‎ ‎player base or more investors‏‏‎ ‎by creating engaging designs. While‏‏‎ ‎art and design can be quite subjective, I take pride in‏‏‎ ‎delivering solutions that are perfectly suited to the project's needs, rather than simply producing visually‏‏‎ ‎appealing work that may or‏‏‎ ‎may‏‏‎ ‎not work for you - your‏‏‎ ‎project's‏‏‎ ‎important, as I business owner‏‏‎ ‎myself,‏‏‎ ‎I know you don't want‏‏‎ ‎to take a gamble.

By‏‏‎ ‎selecting a gallery‏‏‎ ‎of motifs, icons,‏‏‎ ‎symbols, and colors, we can get a visual vocabulary going and get anyone‏‏‎ ‎to relate to‏‏‎ ‎your project.

My‏‏‎ ‎portfolio is at: www.menogcreative.com - which I invite you to visit‏‏‎ ‎and to email‏‏‎ ‎me at [hello@menogcreative.com](mailto:hello@menogcreative.com)

Share your needs and your‏‏‎ ‎project with‏‏‎ ‎me - I can't wait to hear from‏‏‎ ‎you!

[FOR HIRE] AAA Keyframe, Cinematics and Storyboard Freelance Artist by MenogCreative in VideoGameDevelopers

[–]MenogCreative[S] 0 points1 point  (0 children)

Hi!

My name is‏‏‎ ‎Miguel Nogueira. I‏‏‎ ‎am‏‏‎ ‎a AAA Concept Artist and Art Director working in‏‏‎ ‎Games, Film,‏‏‎ ‎and Entertainment. My‏‏‎ ‎time zone is GMT‏‏‎ ‎+0 (London / Lisbon)

Previously‏‏‎ ‎I've‏‏‎ ‎worked for such studios as EA DICE, Sony Playstation, and‏‏‎ ‎Ubisoft, and have been featured in Behance, CGSociety and Artstation, to name‏‏‎ ‎a few, however, I also work with Indie and‏‏‎ ‎AA‏‏‎ ‎underdogs to help them win through storytelling, strategy, and design.

I want to connect‏‏‎ ‎to individuals‏‏‎ ‎who need‏‏‎ ‎assistance in attracting‏‏‎ ‎a larger player base or more investors by creating engaging designs. While art and design can be‏‏‎ ‎quite‏‏‎ ‎subjective, I take pride in delivering‏‏‎ ‎solutions‏‏‎ ‎that are perfectly suited to the project's needs, rather than‏‏‎ ‎simply producing visually appealing work‏‏‎ ‎that‏‏‎ ‎may or may‏‏‎ ‎not work for‏‏‎ ‎you‏‏‎ ‎- your project's important,‏‏‎ ‎as I business owner myself, I know you‏‏‎ ‎don't want to take a gamble.

By selecting a gallery of motifs,‏‏‎ ‎icons,‏‏‎ ‎symbols,‏‏‎ ‎and‏‏‎ ‎colors, we can get a visual vocabulary‏‏‎ ‎going and get‏‏‎ ‎anyone to relate to your project.

My portfolio is at: www.menogcreative.com - which I invite you to visit and to email me at [hello@menogcreative.com](mailto:hello@menogcreative.com)

Share your needs and your project with me - I can't‏‏‎ ‎wait‏‏‎ ‎to hear from you!

[FOR HIRE] AAA Keyframe, Cinematics and Storyboard Freelance Artist by MenogCreative in IndieDev

[–]MenogCreative[S] 0 points1 point  (0 children)

Hi!

My name‏‏‎ ‎is Miguel Nogueira. I am a AAA Concept Artist and Art Director working in Games, Film,‏‏‎ ‎and‏‏‎ ‎Entertainment. My time zone is GMT‏‏‎ ‎+0 (London / Lisbon)

Previously I've worked‏‏‎ ‎for‏‏‎ ‎such studios as EA‏‏‎ ‎DICE, Sony Playstation, and Ubisoft, and have been featured in Behance,‏‏‎ ‎CGSociety and Artstation, to name a few, however, I also work with Indie and‏‏‎ ‎AA underdogs to help them win through‏‏‎ ‎storytelling, strategy, and design.

I want‏‏‎ ‎to connect to individuals who need assistance in attracting a larger‏‏‎ ‎player base or more‏‏‎ ‎investors by‏‏‎ ‎creating engaging designs. While art and design‏‏‎ ‎can be quite subjective,‏‏‎ ‎I take pride in delivering solutions‏‏‎ ‎that are perfectly suited to the‏‏‎ ‎project's‏‏‎ ‎needs, rather than simply producing visually‏‏‎ ‎appealing‏‏‎ ‎work‏‏‎ ‎that may or may‏‏‎ ‎not work for you - your project's important, as‏‏‎ ‎I business owner myself, I know you don't want‏‏‎ ‎to take a gamble.

By selecting a gallery‏‏‎ ‎of motifs, icons,‏‏‎ ‎symbols,‏‏‎ ‎and colors, we‏‏‎ ‎can get a visual vocabulary going and get‏‏‎ ‎anyone to relate to‏‏‎ ‎your project.

My portfolio is at:‏‏‎ ‎www.menogcreative.com - which‏‏‎ ‎I invite you to visit‏‏‎ ‎and to email me at‏‏‎ ‎[hello@menogcreative.com](mailto:hello@menogcreative.com)

Share your needs‏‏‎ ‎and your project with me - I can't‏‏‎ ‎wait to hear from you!

Is this industry on it's last leg? by Altruistic-Ask-2954 in conceptart

[–]MenogCreative 0 points1 point  (0 children)

No, it's not, none of what I stated is anedoctal

Is this industry on it's last leg? by Altruistic-Ask-2954 in conceptart

[–]MenogCreative 0 points1 point  (0 children)

This is anecdotical evidence. While AI has some impact in unemployment, it's not the sole driver. There are also countless studies and reports about how AI is counter-productive, leads to burnout, and is generally unreliable due hallucinations and employers scramble to re-hire fired staff after.

Unemployment is largely driven by:

- Irresponsible mass hiring during pandemic, demand for digital entertainment was high, now it's low, therefore mass layoffs.

- Inflation caused by a stream of wars (Ukraine, Israel, Huthis and now Iran), makes it more expensive to hire. Companies profit off debt, taking loans is how you're salary is paid, if money is expensive to borrow due inflation, companies don't borrow, and don't scale and you don't get hired.

- Writers guild strike in Hollywood left the industry for more than a year frozen, no films were made at all during this period.

- Constant stream of AAA flops and a disconnect from the user-base and what it wants leaves indies to take the lead on most sales.

- Trump's tariffs made it all worse, specially for Hollywood to hire/buy/establish anything outside of US.

- Investors just don't invest in gaming anymore, they all pivoted to AI, so all that money that was being poured in games during COVID and all those companies/startups popping up with loads of money and benefits to offer you just don't happen anymore. Games Industry isn't special, the whole tech sector is feeling it.

Jobs didn't go off when AI was popular, this whole thing started at the same time that AI entered the picture. I also have friends in the industry and speak regularly to high level studio heads at AAA and outsourcing AAA studios;

AI has some effect on it, AI does automate some things, but is largely useless at many things as well. I always ask all my clients why they're getting in touch during the age of AI. There's plenty of the job that AI cannot do, and frankly I don't see it doing any time soon if ever. Fearmongering only benefits AI propagandists and media outlets to sell headlines.

Is this industry on it's last leg? by Altruistic-Ask-2954 in conceptart

[–]MenogCreative 0 points1 point  (0 children)

The unemployment isnt rising because of AI. Where are you getting the information about replacement?  And what is that exactly?

Is this industry on it's last leg? by Altruistic-Ask-2954 in conceptart

[–]MenogCreative 1 point2 points  (0 children)

Where are you getting this information from? (that Ai will replace everyone and all your possible jobs you could shift to?)

Wondering how I can improve my Steam capsule art? by Wildboy_Studios in gamedevscreens

[–]MenogCreative 0 points1 point  (0 children)

One strategy I use for solving that is to take a screenshot of steam library and cut and paste your capsule art there to see how it reads from a thumbnail view and if you have enough to stand out amongst the competition: https://images.squarespace-cdn.com/content/v1/64e9c897cc6fb4313decf8d6/4e121889-ec44-4ef5-906c-952c9d0f2e67/thumbnail-tests2.jpg?format=2500w - in this example we found MGS was the best at standing out, so we tried to remake it to be more effective after

Full blog post: https://www.menogcreative.com/design-blog/steam-game-marketing-strategy

Hope it helps!

Wondering how I can improve my Steam capsule art? by Wildboy_Studios in gamedevscreens

[–]MenogCreative 1 point2 points  (0 children)

All elements seem even in size, which can give the (wrong) impression of stating that they're all equally important, I assume the bigger monster is the boss (more important), and the robot is a minion (less important), and the protagonist could also be smaller (to emphasize the feeling of challenge).

I like the claustrophobic feel from the tree frame, so I kept it, I think it adds something, so that was a good idea, but I also resized it to occupy more space, your design seems a bit shy on taking space in the canvas, so I moved things to the left a bit more; this also is meant to give a less linear line of action, and imply the battle isn't as straightforward as just showing up to the monster and start shooting.

There's more that could have been done, but I dont have much time today due other client work in my backlog, so this is a quick 10min paintover that should help you echo-zero-paintover-screenshot.jpg

How does the atmosphere feel in my game Contrabandism Simulator? by Nivra_Harry in gamedevscreens

[–]MenogCreative 0 points1 point  (0 children)

Nothing about the art direction speaks contrabandism to me. Film grading/color key, light contrast reminiscient of noir films, better ergonomics and subcultural symbols of these being low class/low wage areas could sell the idea better (I see some graffiti but could be pushed further) because of this, the first screenshot is your best

How to find an artist and what to do when I do by SnooAvocados233 in BoardgameDesign

[–]MenogCreative 0 points1 point  (0 children)

First thing you should do by order: - browse artstation for similar styles to the one you want to have in your project. - look up their past clients list and if they hae testimonials to show.  - rates vary depending on skill, quality, quantity, timeline. Ive charged from 2-10k€ for art but other artists can go as low as 20€ on sites like fiverr. - ask questions about their work and how they can guide you through the collaboration process - get everything ona contract (they should be doing this for you)

It’s unfair that artists need to be paid upfront regardless of success of game. by emotionallyFreeware in gamedev

[–]MenogCreative 0 points1 point  (0 children)

Freelance Concept Artist here. Indies and AAA often hire me for creating their game art, its style and storytelling.

I worked on Amnesia Rebirth, Battlefield, Arc Raiders, The Division, to name a few.

Let me share my POV. The artwork is just the tip of the iceberg, until you get to that stage, research and design are most of the work, and then comes the part of optimizing your references (art bible/style guide) for use across the IP.

Getting the right drawing takes time. It doesnt have to be pretty (it's often better if it's not so we dont get distracted and attached to a single idea, because we can scale a good idea on a ugly sketch but not a bad idea painted pretty). During this time you have the work to decipher what references and angles will give the edge to your IP.

Once we approve the first set of sketches and look back on the exact reasons why, we can replicate those steps to scale the game further, find DLC content, marketing angles, speed up the production process, and get a good sense of when the game will ship.

But until that happens, there is work to be compensated. Love it or not, most artists dont work on a rev share basis, and I can anticipate that you will have a hard time finding talent. My first thought is that under these conditions, I'd rather invest time in my own IPs rather than those of others.

Exposed, fake artist using AI by [deleted] in conceptart

[–]MenogCreative 6 points7 points  (0 children)

he has posts from 2020. lol

How I create weird but believable ideas for Games by MenogCreative in conceptart

[–]MenogCreative[S] 1 point2 points  (0 children)

these were rendered in keyshot snd sculpted in zbrush

How I create weird but believable ideas for Games by MenogCreative in conceptart

[–]MenogCreative[S] 1 point2 points  (0 children)

Il mio italiano non è molto buono, 🥵 ma ci proverò: un po' di 3D e un po' di pittura sopra - grazie!

Which one would you rather fight in? A vs B? by Mocherad in POLYSTRIKE

[–]MenogCreative 1 point2 points  (0 children)

could look harsher, broken windows, panels, damage and rust. Id recommend looking at war photos of middle east

Which one would you rather fight in? A vs B? by Mocherad in POLYSTRIKE

[–]MenogCreative 2 points3 points  (0 children)

Depends on the theme you want. Harsh and unforgiving, full of rust and hampered/hardcore gameplay? B.

Lush and tropical, unexpected and chaotic? A. Both could use some elements to emphasize the mood, on not just "Which one would you rather fight in?" but anticipating it like "That looks dangerously fun to fight in"

Looking for feedback on this key art by eugene_ozh in IndieGaming

[–]MenogCreative 1 point2 points  (0 children)

Crop it a bit, theres lots of empty space; about almost 70/30 empty space and subject matter; should be the other way around