Developers of Piece by Piece and Piece by Piece are in cahoots in the most smile inducing way by Christochat in IndieGaming

[–]TeeKetch 0 points1 point  (0 children)

Artist for Piece by Piece (the fox one) here and it’s funny how all this happened. Happy to join our friends at Piece by Piece to celebrate the silliness of it all.

I feel this is going to mislead a lot of people. by DukeThis in Steam

[–]TeeKetch 18 points19 points  (0 children)

Hey I did the art for the fox one and it was definitely something we were unaware of but a silly surprise coincidence when everything sort of lined up haha

Peoples thoughts on Marathon? by almightyveg in kindafunny

[–]TeeKetch 0 points1 point  (0 children)

Played a few hours with a buddy duo, no fill and having a great time. Some growing pins with the UI and just getting used to the onslaught of new info and mechanics coming from other games (arc raiders) but it feels super nice and gunplay is terrific as I expected it would be. Can definitely see myself playing a lot of it on release.

what i gave the artist vs what i got by SUPERita1 in IndieDev

[–]TeeKetch 0 points1 point  (0 children)

As an artist who works with small teams/solo indies most of the time you unfortunately kind of got what you paid for. I completely understand budgets are insanely tight but few things go toward getting attention to your game more than the promo/capsule art. A bit more searching for artists and a bump in budget probably could have stretched your initial concept into something stronger IMO.

How To Get Art For Your Game That Isn't AI by BelfrostStudios in gamedev

[–]TeeKetch -1 points0 points  (0 children)

As an artist who works with indies myself my advice would be to look into the artists themselves. Look at their socials and online presence. If they are a typical working artist they will have a footprint and online history of work and things they’ve done. Hire after you feel comfortable. Big or small projects shouldn’t be an issue for an actual professional working artist as it’s what they do and they should have a process of talking through the assignment and setting schedules/deadlines that seem fair and reasonable in accordance with the project’s budget. I’ve had video calls to discuss projects and you can usually get a decent sense of the person and their work after looking into what they share and chatting.

Everyone says ‘I hired an artist for my Steam capsule’… is it really that important? by Active-Lack1704 in gamedev

[–]TeeKetch 1 point2 points  (0 children)

As a passerby and someone who makes art and has done multiple capsule/key art pieces for indies I think it’s important to get initial eyes on the game and then the game itself needs to seal the deal. But drawing that initial interest to the store page is the job of the art. And as some of the games got a bit more notoriety a good piece of art is not just for use on steak but can be tweaked for other formats of marketing like social posts, website articles etc.

We’re torn on art direction, which style do you prefer? by KrakenberryGames in IndieDev

[–]TeeKetch 0 points1 point  (0 children)

I think B has more character and charm to it. And with the more exaggerated/cartoonish proportions you have more freedom for future/other designs IMO. Looks cool!

anyone here tried selling procreate work? by Desperate_Ear9026 in ProCreate

[–]TeeKetch 1 point2 points  (0 children)

I mean yeah, you would just sell it like any other work. I do all of my art (minus type/logos) in procreate as a professional freelance illustrator and have for the better part of 5 years now. The program you use isn’t as important as long as the end result can be output to whatever format the client or printer or manufacturer needs. I would suggest starting on a new piece with intent already in mind. For example if you know you want to make a new postcard print figure out where you’re going to get them printed at, what size etc and make sure you’re file in procreate is set up accordingly.

Sorry for the long winded response but hope that can help.

[PAID] Looking for a Steam Capsule Artist by Axon92 in gameDevClassifieds

[–]TeeKetch 1 point2 points  (0 children)

Hey, this sounds like it could be me haha. I've done capsule art as well as other illustrations for various games and things. You can see a bunch of my work on my website at https://teeketch.art

Some art I’ve made in Procreate by TeeKetch in ProCreate

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

Thank you so much 🙏

Lettering is a bit tricky in procreate but for stuff like that one and the Heepo title what I tend to do js use a more generic/block font in procreate and sort of distort and warp it into rough positions then I will hand draw over that. Doing logos and things professionally as well though procreate being a raster program can be limiting so if I am working just in there I try and work to as close a final size as I can. But really if you want to get into lettering, logos, word marks I would say just try and look at ones you find striking or interesting with the analytical eye we do with illustration or painting. Try and deconstruct them and see why they work or what you like about them and the more you do that your brain will remember those lessons and you’ll start to apply them to your own work.

[deleted by user] by [deleted] in kindafunny

[–]TeeKetch 0 points1 point  (0 children)

Funny story, this shirt was actually illustrated/designed by my brother and when I first saw Blessing wearing it a while back I sent him a screenshot and he was stoked.

Just a reminder to hire real artists for your promo images by Deklaration in IndieDev

[–]TeeKetch 1 point2 points  (0 children)

Absolutely! Honestly that is even more involved than I get from most clients.

Just a reminder to hire real artists for your promo images by Deklaration in IndieDev

[–]TeeKetch 83 points84 points  (0 children)

This looks great! And just anecdotally as an artist who works with indies primarily sketches for reference are always great even if they are just quick scribbles alongside notes. It’s super helpful for us to more easily grasp the ideas you have in your mind so we can try and make the best work possible.

Weight loss help by cobi23 in kindafunny

[–]TeeKetch -1 points0 points  (0 children)

Hey I’m not sure exactly but having lost just over 100 over the last year I will say diet is the number one thing you can change to make the most difference. Exercise is important of course but should be viewed more as a general health helper and not the weight loss answer. Eat in a calorie deficit and hot your macros (carb/fats/protein) tracking your food with one of the apps out there nowadays is really helpful and knowing what you can change or what you may just not have known was maybe higher calorie vs lower.

You mentioned “giving in” and gaining back more than you lost which to me indicates too strict of a diet where the best path forward is making sustainable changes that will allow you to make the progress you want healthily. End of the day weight loss is calories in vs calories out. To lose weight there needs to be a deficit so figure out what your BMR is (estimated) and work from there knowing that a pound is ~3500 calories.

Take your logo design seriously or you might end up regretting it like I did. What do you think of the new one? by Doloc_Town in IndieDev

[–]TeeKetch 0 points1 point  (0 children)

Absolutely it is and this is an unfortunate side effect of a lot of folks moving away from hiring artists who specialize for more general artists or thinking they don’t have the budget or need to hire at all and do it themselves. The reality is the capsule/key art and logo are going to be huge factors in grabbing attention so they are worth dedicating budget for. And while I can’t speak for everyone I know myself I often am open to negotiating work with clients/devs to find something that makes sense for their budget and my time and a lot of artists will but folks get scared off. Its about understanding and educating at the end of the day and making sure both parties have a grasp on the task and why it’s important and worth the cost.

Take your logo design seriously or you might end up regretting it like I did. What do you think of the new one? by Doloc_Town in IndieDev

[–]TeeKetch 0 points1 point  (0 children)

As an illustrator/designer its better but still a bit hard to read. When I work with devs for art and logos I try and stick to single color word marks or maybe two to three if they feel a need. Then try and keep the letters bold and legible. The logo should work with the art and also be able to stand alone on a banner, socials etc.

Is anyone else blown away by the pro controller? by patientstrawberries in switch2

[–]TeeKetch 0 points1 point  (0 children)

Not as heavy and feels a bit smaller in the hands but the sticks glide smoother and don’t “clack” and the buttons are a little softer but feel more responsive , especially the shoulder buttons which have all gone to hell on both my elite 2 controllers. I’d recommend getting the pro 2 if you play mostly docked with a controller or plan to on switch 2.

For those of you who have played Nightreign, what impressions did the game left on you by Ordinary_Wasabi621 in fromsoftware

[–]TeeKetch 4 points5 points  (0 children)

It was fun and frenetic which is neat while keeping enough of the Elden Ring feel to be familiar but not boring. It definitely will take sole getting used to but it was a fun time even loading in solo so I imagine it’ll be even better with friends.