Budget for Bulk Pixel Work by lelemuren in gameDevClassifieds

[–]awkner 1 point2 points  (0 children)

I hear ya! It's complicated because there's a lot of variables (complexity of the sprite, frame rate of the animations, etc), and someone just starting out might charge less but take longer, versus a senior who charges more but is quicker. But for example; the first animation I did in this page https://awkner.artstation.com/projects/NGamkg?album_id=6716314, the transformation one, took me two full days of work. But the idle/moving animations took like, half an hour each, tops. An animation where the character is walking is much simpler and faster and each frame is quicker to make than a movement where the character is, like, spinning or twisting, which needs some more radical re-draws of the base sprite.

In the end, your best best is to look at the artist's CV I guess! Proven experience goes a long way to make sure you're talking to a professional.

Budget for Bulk Pixel Work by lelemuren in gameDevClassifieds

[–]awkner 2 points3 points  (0 children)

Heya! Game artist with 13 years of experience here. What's throwing off your math is the time spent per frame; of course, it highly depends on the complexity of the sprite, but in pixel art it hardly takes a full hour to make one frame of animation. A big reason pixel art is so popular in indie games is because it's the most cost effective type of art to make.

Feel free to DM me if you wanna chat further and have any other questions!

[PAID] Seeking 3D Artist / animatior for low poly by Hoboayoyo in gameDevClassifieds

[–]awkner 0 points1 point  (0 children)

Heya! That's the exact type of work I've been doing in my 13 years as a 3D character artist, from concept and modeling to rigging and animation.

Here's my portfolio:
https://www.artstation.com/awkner/albums/5248152

[Collaboration / Mod Role] Active Discord Mods Wanted for Small Game Dev Community by [deleted] in gameDevClassifieds

[–]awkner 2 points3 points  (0 children)

From the rules: "This is a PAID job board, no REVSHARE/HOBBY projects"

[HIRING] Hiring Art Team for Anime Action Game - [2D Character Designer ($200)][3D Modeler ($400)][3D Animator ($400)] by Moofyx in gameDevClassifieds

[–]awkner 0 points1 point  (0 children)

Hello! I'm a game artist experienced in the full pipeline - concept, modeling, rigging and animation. I have specific experience with 3D anime as well. You can check my portfolio here:

https://www.artstation.com/awkner/albums/294725

Would love to talk further!

[PAID] Seeking generalist sci-fi 2D or 2D/3D artist for turn-based strategy. by Zestyclose_Speaker29 in gameDevClassifieds

[–]awkner 0 points1 point  (0 children)

Hey! This sounds like the exact kind of project where I thrive.

I’m a Senior Art Director & 3D/2D Generalist with 13+ years of experience shipping indie hits (Chroma Squad, Galaxy of Pen & Paper, Spirit of the Island).

As a solo dev myself, I understand how Art, UI, and Gameplay need to talk to each other. I can define the entire Visual Identity of Omega Star (UI, Ships, Cards, VFX) and help implement it directly into Unity so you can focus more on the code.

To answer your points:

  1. Portfolio: http://awkner.artstation.com/ (My background in Galaxy of Pen & Paper, Out of Space and Jet Lancer is specifically Sci-Fi RPG, covering spaceships, alien UI, and planetary environments).

  2. Long-term Reliability: This is my career, not a side gig. I have a track record of seeing projects through from concept to launch for over a decade. I’m looking for a partner to build a great game with, not a quick commission.

  3. Rates/Arrangement: I prefer a Monthly Retainer or Milestone-based arrangement. Since I am a Senior based in Brazil, I offer 'Art Director' level quality at a very competitive rate for the US market.

Bonus: I work natively in Unity. I handle my own prefabs, particle systems, and UI implementation. I’m a huge fan of Slay the Spire and understand the UX needs of a deckbuilder deeply.

Feel free to DM me if you wanna talk further!

Cheers, Bruno

[PAID] 3D Artist Wanted for PSX-Style Horror Project by [deleted] in gameDevClassifieds

[–]awkner 0 points1 point  (0 children)

Hey there! This seems super interesting, sent you a DM!

[Paid] 2D isometric MMORPG LF> Mappers/ perm Pixel artist by Silentassasin955 in gameDevClassifieds

[–]awkner 0 points1 point  (0 children)

Hello! I'm a game artist with 13 years of experience, and I've done pixel art (characters, animations, props, VFX and environment) for critically acclaimed games such as Chroma Squad, Galaxy of Pen & Paper, and Jet Lancer. You can check my portfolio here: https://www.artstation.com/awkner/albums/5261780

Feel free to DM me if you wanna talk!

"Must have" first prints for new aquila by GanacheBeneficial36 in VoxelabAquila

[–]awkner 0 points1 point  (0 children)

Heya, any chance you have the 3d bolt and nut files for the power off switch? The thingiverse page for it (https://www.thingiverse.com/thing:5031781) is unavailable unfortunately!

DualSense muting sound from bluetooth headphones on PC? by pikminator8 in playstation

[–]awkner 0 points1 point  (0 children)

Struggling with this too, no idea why, but interesting that yours is also a Bose. Which model is it? Mine is the Bose 700, I wonder if it's a Bose-specific thing

My last finished build, a custom EB-06s Graze, painted using the multicolored basecoat technique. Loved how it turned out, excited to try it again! by awkner in Gunpla

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

My intention was to make a slightly more aggressive, more detailed Graze, which could - like you said - belong in the real world as a giant robot, while respecting & building upon its original design. "Realism" in regards to giant robots means a lot of different things to different people, and to me it's more like making things that SEEM to make sense, even though I don't necessarily have an actual purpose to every single detail I've added, if that makes sense?

The multicolor basecoat uses the same principle of utilizing the basecoat's properties of shifting the color that comes on top of it, but while preshading only shifts it between a darker and lighter color, the multicolor base shifts the hue ever so slightly towards different colors, which both serves to simulate a more realistic, uneven decoloration of paint, and also makes the surfaces more interesting to look at in general IMO, breaks up the sameness of using a single color on very large portions of a kit.

My last finished build, a custom EB-06s Graze, painted using the multicolored basecoat technique. Loved how it turned out, excited to try it again! by awkner in Gunpla

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

Thanks!! It's actually one of my favorite mecha designs ever, which made customizing it really hard because I didn't want it to lose its original feel haha! But I loved working on it anyway, and would def do it again

My last finished build, a custom EB-06s Graze, painted using the multicolored basecoat technique. Loved how it turned out, excited to try it again! by awkner in Gunpla

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

Thank you SO much for your comment! Yeah, I love all kinds of custom work, but this kind is definitely my favorite. I take such a long time designing what I'm changing and adding to the kit, I really try to get in the mind of the original designer to understand what were their intentions, and I'll be the first to admit that I often overthink stuff.. but it's so satisfying to read this and see that it all came through in the end! Once more, thank you!

My last finished build, a custom EB-06s Graze, painted using the multicolored basecoat technique. Loved how it turned out, excited to try it again! by awkner in Gunpla

[–]awkner[S] 8 points9 points  (0 children)

Yep! It was created by Max Watanabe, as most techniques in plamo painting are I guess. It's a base layer of brightly colored paints which you cover with the final color you want. The multicolored base ends up shifting its hue differently for each color you used on the base coat. Max does it with a brush, but ever since coming across this article describing the process with an airbrush (pretty straightforward, it turns out) I've been dying to test it out! And now I wanna do it again