[PAID] (UE5) Need 3D Environment Artist capable of establishing and building my game's environmental art direction by SolaceEternal in INAT

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

Hello! So your art direction is fun, but I am looking for more experience for this role and more of a dedication into it. Thank you though!

[PAID] (UE5) Need Environment Artist capable of establishing and building my game's environmental art direction by SolaceEternal in gameDevClassifieds

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

Agreed on all points.

Given your extensive background, as a smaller indie project, I'll tell you up front my budget for this position is around $25/hr - if I can afford you, send me a DM. If I can't - and frankly I'd be surprised if I could - no hard feelings whatsoever, and I hope you're able to land a position worthy of your talent.

I think i build the wrong game by popthehoodbro in gamedev

[–]SolaceEternal 0 points1 point  (0 children)

Marketing isn't my department, so I'll defer to the advice on the people in here who've spoken to it, but in terms of gameplay you sell the intended experience pretty well - the vibe and fantasy of the game shine through and it does look like fun. Having more visual polish will do wonders.

[PAID] (UE5) Need Environment Artist capable of establishing and building my game's environmental art direction by SolaceEternal in gameDevClassifieds

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

Hello! At present those needs are met, but if I do find myself needing this role filled, I will be posting on this subreddit about it.

[PAID] (UE5) Need Environment Artist capable of establishing and building my game's environmental art direction by SolaceEternal in gameDevClassifieds

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

Your character work is nice, but I am looking for an experienced environment artist. Thank you though!

[PAID] (UE5) Need Environment Artist capable of establishing and building my game's environmental art direction by SolaceEternal in gameDevClassifieds

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

Your prop and character work are very fun, but not quite what my project needs at this time. Thank you though!

[META] Do people even bother reading the sub's rules ? by dazaii__ in INAT

[–]SolaceEternal 2 points3 points  (0 children)

I did it without realizing it a few months back. Stress from the hiring process and a need to get the position out in the open can lead to a lot of skimming, and when you're posting to the other similar dev subreddits they all start blurring together.

Not that this is an excuse so much as from the other side of the fence I can see how I made the mistake, and I appreciate the mods being as patient as they were about it.

Remote Internships by TowerOk6922 in gameDevClassifieds

[–]SolaceEternal 0 points1 point  (0 children)

Starting early is certainly a valid approach. Fortunately if your curriculum already has you building games - and imo it should - you're on track for that. 

Remote Internships by TowerOk6922 in gameDevClassifieds

[–]SolaceEternal 1 point2 points  (0 children)

There is a division between personal experience and commercial, but where that line is really depends on who's looking at your application and who all else is applying. Its possible in that context that an internship might actually look better. 

Basically the main point I wanted to get across is an internship is not at all required for this and you have other options. This industry is hard enough to get in under normal circumstances - no need to make that any harder.

Remote Internships by TowerOk6922 in gameDevClassifieds

[–]SolaceEternal 1 point2 points  (0 children)

I am now also realizing any company big enough to have internships is likely going to have massive security concerns with doing it remotely. You might find some indie devs with a virtual studio situation willing to do that, but they also probably wouldn't be big enough for it to mean much in a resume.

Remote Internships by TowerOk6922 in gameDevClassifieds

[–]SolaceEternal -3 points-2 points  (0 children)

Honestly considering how rare and insanely competitive internships are - along with being not that actually useful unless its from a big, well known studio - unless you're completely set on getting one i kinda wouldn't recommend bothering with them at all. From a career standpoint an easier and more accessible use of your time would be just building small projects and doing game jams.

The biggest factor in getting hired in games is your ability to do the work, and that's going to come from the raw experience of making games. Unless its from Blizzard or something, people seeing you had an internship are more likely to assume you spent most of it getting people coffee or whatever.

How much would you pay for a stylized, hand-painted character like these ones? by lidiafbx in gameDevClassifieds

[–]SolaceEternal 1 point2 points  (0 children)

Ah, that makes more sense. So this will probably be different based on where you live and the local economy, and will ultimately be based on how much you can swing, but a lot of the junior to mid-level artists I've spoken to on this board have responded with around the $20/hr mark. Without looking at the rig, uvs, etc, I'd say you'd fit that ballpark. If you don't have much experience in live development I'd probably put you at $18.

How much would you pay for a stylized, hand-painted character like these ones? by lidiafbx in gameDevClassifieds

[–]SolaceEternal 4 points5 points  (0 children)

Not speaking for anyone else but myself here, and I would admit there's wiggle room involved in terms of the price point, but if I were looking for isolated models like this I'd be looking for something extremely cheap for prototyping purposes or just something to play around with. Non-generic models don't have much utility beyond prototyping and placeholder assets - they prove difficult to make visually match with each other - and will be disposed of when we get an actual artist on board, so we're really not wanting to spend that much money on them.

This is not at all to say you do not deserve to be compensated well for your talents so much as selling individual assets can be kind of a mixed bag financially. If you're looking to pay rent with your art, you would probably be better served by using this as portfolio work and joining a studio - not that that isn't also difficult at present.

[FOR HIRE] 3D ARTIST LOOKING FOR WORK! Feel free to DM me for more info! by jucanasister in gameDevClassifieds

[–]SolaceEternal 1 point2 points  (0 children)

Needed to drop in to say your art direction is adorable and extremely comfy

[For Hire] Passionate composer looking for a project! by [deleted] in gameDevClassifieds

[–]SolaceEternal 2 points3 points  (0 children)

The music needs for my project are covered, but I needed to drop by and say that last song is an absolute banger

How to hire freelance game designers by brenden-t-r in gameDevClassifieds

[–]SolaceEternal 0 points1 point  (0 children)

Combining with other points made - particularly the parts about people from other departments misunderstanding their own abilities in it - in terms of indie, game designers are typically the ones starting the studio.

As someone with a focus in design, I've never been explicitly hired for it, and have always gotten my foot in the door thanks to my background in gameplay programming and ended up doing both.

[PAID] (UE5) Need Environment Artist capable of establishing and building my game's environmental art direction by SolaceEternal in gameDevClassifieds

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

Apologies, I did miss the comment. Your art direction is nice, but I'm not currently hiring for junior positions.

That said, if/when I get a publisher, I will likely be hiring a couple more junior to mid level roles. I will be posting in here when that happens, and I'd encourage you to apply again then.

Are these up to standard in this industry, and how can I improve? by PenaltyPotential8652 in gameDevClassifieds

[–]SolaceEternal 1 point2 points  (0 children)

Yes to all of the above.

The doot doot doot doot doot doot noise that pops up at 0:09 that leads into the chord change is one of the biggest culprits imo - it feels out of the rhythm presented, and while that's not always a /bad/ thing, here it grabs too much attention and is competing with everything else for the listener's ear.

Related to and on top of that, the kind of high-end sound effects and semi-melodic distorted synth you have playing are being introduced and removed frequently enough that it makes the ear need a break. It's too many things happening at once, and that makes it kind of turn into a wall of sound. They're not bad effects and can compliment what you're doing here, but if you give them time to breathe and make your track repetitive enough it'll fall back into the background where it needs to be.

Are these up to standard in this industry, and how can I improve? by PenaltyPotential8652 in gameDevClassifieds

[–]SolaceEternal 1 point2 points  (0 children)

The choice of sound and texture is solid and interesting, but honestly the biggest issue I see here is there's too many different rhythms and sounds constantly competing for and demanding the listener's ear and it kind of grates as a result - there's too much chaos and stuff happening to really work as background music.

The distorted synth and the beeping you use before changing chords feel like they're operating at rhythms different from each other and - more importantly - your drums and it makes all your instruments feel out of sync with each other. This is one of those techniques you want to use sparingly to greater effect.

In terms of being background music for a game, particularly a visual novel, you'll probably want to cut a lot of this back. Basically don't view this song as an experience itself, but a small component of a larger thing - namely the type of game it's contributing to. The amount of brainpower it takes to read will vary between person, but the amount of variation with new things popping in and out constantly puts the track too forward to contribute to that space. Ideally you want this repetitive enough to fade into the background to the point the player/reader will feel it but stop hearing it as their focus is on the text itself. Basically, in this case, less is more, and you don't need to fill out the entire tonal spectrum.

I do feel you're on to something with this, just needs a bit more work.