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/agdg/ - Amateur Game Development General

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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

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8d864c (57) No.25079>>25133 [Watch Thread][Show All Posts]

Hello. I'm working on an RPG game that's basically done being programmed. I'm willing to pay an artist to make around 60 spritesheets for us that are low in complexity. Prices are negotiable.

It's a harvest moon x smt x final fantasy tactics game with some pokemon and chrono trigger elements tacked on. These are all buzzwords, I know, but I can show you more footage and give you more detailed information if you email me.

Our contact email:

submissionsnw@gmail.com

Also, if anyone else is looking for artists, please feel free to post your game in this thread too.

8d864c (57) No.25080>>25081

I am also looking for an art-... fuck it, I'll draw shit myself.


8d864c (57) No.25081>>25089

>>25080

Yeah, I feel that. Unfortunately I'm already writing, programming, directing, handling the website, social media, and engine development - or else I'd just fucking do it myself, too.


8d864c (57) No.25089>>25096 >>25127

>>25081

Well I also do all these things alone, + learning how to make music. I do pretty much everything alone except social media because I just can't stand whoring myself out.

Well sorry for screwing with the thread a little, teams built over the internet are just so...


8d864c (57) No.25096

>>25089

You're not screwing with the thread champ, it's alright.

Advice though, if you don't learn to whore yourself out, no one will ever know your game exists.


8d864c (57) No.25127>>25128

>>25089

It hurts to say. But you gotta whore yourself out. And even more painful is that Reddit seems the best place to do so because many outlets look for things to write about on Reddit. Many Escapist, Kotaku, etc. articles are just stories or posts that come from Reddit.


8d864c (57) No.25128>>25195

>>25127

I tried whoring myself out on reddit and tigsource, turns out whenever I'm posting on an indie related forum, I'm basically advertising to other developers, which most of them aren't interested in playing/buying/testing other people's games.

Would posting on reddit gamedev/tigsource even make sense when you know most of that audience is not actual gamers, but developers?


8d864c (57) No.25132>>25194

YouTube embed. Click thumbnail to play.

I'd ask for artists if I had the money, so I'll ask this instead: What's a good 3D animation program, and what do you think of the animation style of shit like Peace Walker's cutscenes with the whole tweened comicbook aesthetic?


8d864c (57) No.25133>>25164

>>25079 (OP)

Can you go into a little more detail on which sprite sheets you are looking for and any kind of style you are interested in?

harvest moon

smt

final fantasy tactics

pokemon

chrono trigger

That's some serious breadth in pixel art style there. Do you have any concept art?


8d864c (57) No.25164

>>25133

Email me and we'll talk.


8d864c (57) No.25194

>>25132

Maya is the best broadly available full program to my knowledge. But don't let anyone catch you pirating that expensive pile of bloat. For games I dunno if I'd bother with it even if I had that particular feature for free. Overall all generalist programs will be competent for game animation.

Can't talk about style, but technically that's really basic 2D stuff. The sort a pimply teen can clap together with toonboom or flash.


8d864c (57) No.25195>>25199

>>25128

Reddit is full of normalfags with no attention span, so threads tend to get ignored or pushed off the frontpage fast. It works better if you have something to show that looks finished. Tigsource is a circlejerk of mostly shitty developers, I don't really see the point of posting there.

I think the best option is something like Tumblr or Twitter, places where you can keep posting progress that a lot of your target audience will see. You're just uploading to your own blog and letting people find you. It's a long process but after about a year of frequent updates you should have a sizeable following. If your game looks good that is.


8d864c (57) No.25199>>25200

>>25195

>Reddit is full of normalfags with no attention span, so threads tend to get ignored or pushed off the frontpage fast

I feel the same way, and to top that, it's developers patting each other on their backs, no audience for your game unless it's amazing. Maybe reddit works well if you have a great game to show off.

>Tigsource is a circlejerk of mostly shitty developers, I don't really see the point of posting there.

I can't say how much I agree with this, most of the moderators also can't stop shutting up about how much they hate gamergate, and how great and informative zoe quinn and anita is, they actually take opinions from feminists and think it's great feedback for them as game devs.

Some other moderators warn people who disagree with on issues like these, doesn't happen all the time, but it depends on how ban happy the mods are there. Also, topic where everyone discusses their game, and the devlogs either have no replies, or people having their forum drama and jokes.

I can't stand that place, but sadly it's so popular, even notch has a minecraft thread there from way back, but then again, it's mostly devs who would view my game so I just don't know if I should post there or not.

I have my own blog, had it for like two months, guess what the visitor count is... 0. It's because I have to spread the word somehow or else no one finds my blow, and if I do talk about my blog people get upset that I am shilling.

Would simply making a tumblr account that you keep updated be enough? Would people automatically find it after some months of constant updates? I imagine that I still have to talk about it a lot so people are aware of it.


8d864c (57) No.25200

>>25199

I gave up on tigsource when I saw them worshipping Phil Fish when he posted there. And after I briefly ended up working with a SJW. I didn't know the place was that bad.

People will find your blog if you tag your posts. Tumblr makes the domino effect really obvious with reblogging, but that means it's still a matter of making your game look eye-catching. I don't think you'll get around that, no matter where you post.

If nothing else you have a place that has your work gathered. You can follow other devs, mingle with them and find potential partners to collaborate with.


8d864c (57) No.25228>>25229 >>25233

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>try to find a programmer/game project to artfag for

>they're all babby's first game engines and people who haven't made anything bigger than a crude flappy bird clone before


8d864c (57) No.25229>>25236

>>25228

Serious dev here. Post your portfolio onegaishimasu.

>yeah, I haven't shipped a commercial product, but I have finished game jams and have tons of freeware under my belt...

>... do visual novels count? :P


8d864c (57) No.25233>>25236

>>25228

I always think telling people in your team everything about your game is a good idea, because you want people to be interested in the project so they have motivation to work on.

The problem is when someone with no interest and motivations joins a project they don't care about, there is no reason for them to keep going, so it's better to abandon from the start people that make flappy bird tier games, and try to find something you are interested on.

If you are an artfag you pretty much have a lot of choices, there are a lot of programmers looking for artists, so you can just filter out projects you don't like. The engine thing depends though, plenty of successful games were made in simple engines, it all depends if the person is making angry birds #2552525 or super indie bros, or maybe trying something interesting instead.


8d864c (57) No.25236>>25239 >>25246

>>25229

Not really looking to join anything at this exact moment. I just started working on my own game projects again.

Also how come you're looking for artist if you've already made a VN?

>>25233

What I meant by "engine" was that the dev is basically learning to program more than making a game. I don't want to expend effort on someone's first steps in learning. A lot of people start looking for team members when they put their foot into the water for the first time and get excited about "being able to" make games.

>If you are an artfag you pretty much have a lot of choices, there are a lot of programmers looking for artists

I always get the picture that there's an overflow of artists so game devs can easily find very skilled artists, and the art-less programmers are exactly those beginner types who don't really have anything other than their dreams. Maybe that's just because I hang out in artist communities more.


8d864c (57) No.25239>>25258

>>25236

>What I meant by "engine" was that the dev is basically learning to program more than making a game

Are you a professional artist? I can understand that frustration if you are, it sucks, but if you are a beginner you shouldn't expect professionals to work with you for the obvious reason. After all this is amateur vidya development.


8d864c (57) No.25242>>25243

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I don't know how far you are, but the best advice I can give you is that asset production should be the very last thing you hunt for as an amateur dev, and even then, only after you have built as much of your game as possible. This should be especially true for composers and other audio artists, who tend to finish their work very fucking fast, and illustrators and other visual asset producers, who tend to be swamped with requests from unreliable sources and have no way to distinguish you from the crowd.

Preferably, you should get all of your writing, game design, alpha production, and asset planning done before you start recruiting for asset producers. Use placeholders in the meantime to get you by while you build your game. It's a simple matter to swap placeholder art for final game art. Planning and production while your artists are waiting on you to do enough to give them something to do is a much more painful process and it makes you look like dogshit. Build everything you can without them first. You'll be glad you did, and they'll be much more eager to work with you.


8d864c (57) No.25243

>>25242

Sometimes it's really really hard using placeholders because you program things in such a way that things would only make sense with actual models and animations, fighting games, or other precision things. Those can be hard to define with stuff like boxes, if you actually need to see a punch in the works you have to draw a human and a punch like it would be in the final game.


8d864c (57) No.25246>>25247

>>25236

>I always get the picture that there's an overflow of artists so game devs can easily find very skilled artists, and the art-less programmers are exactly those beginner types who don't really have anything other than their dreams.

That's the impression I get. Everyone who really needs an artist already has one.

/agdg/ and the /v/ dev threads are mostly anons asking questions, there's little progress and even fewer projects I'd actually want to work on.


8d864c (57) No.25247>>25248 >>25250

>>25246

it's because programmers can't find time to draw and progress a lot on the game, or make 3D models/animations

I imagine that if you as an artist would draw and program an entire game, you wouldn't make a lot of progress in either area.


8d864c (57) No.25248>>25249

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>>25247

As someone who's currently doing both the coding and the art for their own game, I can tell you that this is EXACTLY the case.

Individually, if you know how to do either/or, it's pretty much a cakewalk. But trying to juggle both is an absolutely nightmare.

If I wasn't so dedicated to my final product looking EXACTLY as I'm laying it out (and if I wasn't a poorfag) I'd outsource my art.


8d864c (57) No.25249

>>25248

>If I wasn't so dedicated to my final product looking EXACTLY as I'm laying it out (and if I wasn't a poorfag) I'd outsource my art.

Pretty much my problem, and I feel what you are saying in your post. It just a massive time sink of doing everything, if you know you want to not make your game shit, it will just take a ton of time. Now I have to start learning music theory too, on top of drawing and programming.

I know for sure it will be hell to post progress because you are constantly switching between making assets and implementing features.


8d864c (57) No.25250>>25253

>>25247

That's true, yet the games I see the most progress of in the /v/ threads either already have artists or are made by those 1 man armies you mentioned. I'm not asking programmers to find the time to draw since (ideally) that'd be my job. I want programmers to program, because I don't see enough interesting prototypes being made.

Years ago I've offered my help in the old AGDG threads and was always approached by people who had nothing they were working on. So we started from scratch and it never lead anywhere.

Really, the best way to get an artist to want to work for you is to show you have a promising looking game. But those projects are elusive as fuck since they already have someone lined up or someone better who will offer their help.


8d864c (57) No.25253>>25259

>>25250

You seem like a decent guy from reading all these posts. I'd ask you to be my artist since I'm working alone on everything but I can't promise that my game will be successful at all, and I don't have any money to pay you.

But instead I'm sure that you can simply post some of your artwork here, or just make a thread and you'll get a ton of programmers who want a programmers, even on this dead-ish board. Just be sure to specify what games you are interested on, and don't join projects that have idea guys behind them. Ask for anything, even a simple prototype, don't join projects from scratch.

If I were you I'd show my art and describe the circumstances under which I would draw for someone, you'll get some responses/prototypes in that way.


8d864c (57) No.25258>>25260

>>25239

There's a big difference between amateur and "learning to program". The former can make at least some kind of games, and the latter just finished collision detection for the first time.

The potential to do something really fun and creative is there as evidenced by my own projects, so it's very demotivating to work on another stock shmup engine or some bejeweled clone by someone who does lesser programming than I can do myself.


8d864c (57) No.25259

>>25253

Appreciated, I guess.

Truth be told, I don't really like posting my work around, even less so to get people to approach me. I'd much rather approach someone else and offer what I got than the other way around. The game part comes first, after all. I'm also guilty of a few things talked about in >>24661 so I can't say I'm a paragon of diligence.

Working in teams online is hard. The greatest successes I've had were from game jams, but they never bore fruit past that. I still think they're the best way to springboard a project, or at least get acquainted with a team.


8d864c (57) No.25260

>>25258

>There's a big difference between amateur and "learning to program". The former can make at least some kind of games, and the latter just finished collision detection for the first time.

you are right, I thought the the complaining was about guys that can't program some advanced physics game, or make their own engine


8d864c (57) No.25335>>25341 >>25579

YouTube embed. Click thumbnail to play.

I will strongly discourage any artist from working for free, either with strangers or friends. The amount of times that works out for the artist in particular is negligible. The artist will do all of the heavy lifting only to maybe get paid some arbitrary marginal amount they should have been paid to begin with if the game is successful, while the idea guy runs off with the money. Don't be retarded.

Any of you interested in creating art for yourself feel free to visit

>>>/loomis/

or

>>>/art/


8d864c (57) No.25341>>25398 >>25422 >>25423 >>25579

>>25335

Well, yeah, artists shouldn't work for free. But they need to remember that if the rest of the team pulls a group effort to make a project with no funding, no one gets money until it's done, not just the artist. No one is saying that we should get free art, but rather that they should do it as a hobby or do a profit share.


8d864c (57) No.25398>>25399

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>>25341

>artists shouldn't work for free

>no one gets money until it's done, not just the artist

>they should do it as a hobby

>No one is saying that we should get free art

Look, if you want illustrators to work for free, just be honest and say so. If you try to doublespeak your way around it, you will only create reason for them to distrust you.

It's not hard to pay your asset producers, even as an amateur developer. Just stock up on cup noodles and pack away your income so you can afford to pay your people. Commissions are not that expensive in the grand scheme of things, just suck it up and treat the members of your project fairly. Especially if they're working to realize your vision, and not the other way around.


8d864c (57) No.25399>>25406

>>25398

>Look, if you want illustrators to work for free, just be honest and say so. If you try to doublespeak your way around it, you will only create reason for them to distrust you.

No idea what you are talking about, there is no doublespeak. All I am saying is that I am working for free, doing all the other work that doesn't involve drawing. So, how about the lazy artists stack their cup of noodles just like me and get a damn job, I don't get a single penny so they should suck it up too. This is not fair treatment, I would understand you if I am making profit but I am not.

As I said before, this doesn't mean that you shouldn't pay people on your team but you just fail to realize that just like them I also have to eat my noodles so I can afford to live for myself. So the fancy artists either get talented and find a bigger team that pays cash, or someone who is experienced and has saved up money, or work for profit share with one or two guys in a project he believes in. Fair treatment means we all get to eat the noodles.


8d864c (57) No.25406>>25412

>>25399

Maybe if you hadn't gotten your ideas on economics from leftypol you wouldn't try to pull this retarded shit, but whining and crying that it just isn't fair won't get you anywhere in an environment where people with talent and desired skills can just tell you to fuck off, which is exactly what they will do if you try to treat them like their work is worth paying them nothing for.

The fact of the matter is that your personal financial problems are none of the artist's business. The relationship between you, the project lead, and any asset producers is that of a client and a service provider. It doesn't matter if you want them to draw stuff for charity, for a video game, or for something to hang up on your ceiling for you to masturbate to before sleeping. What matters is that you want a product, and they get to name their price and terms for that product. They don't have to give a fuck what you will do with it when they deliver.

Get the idea of profit sharing out of your head. It is dumb and nobody with an ounce of self respect will roll with it. Artists are not investors, they don't care to put their time and effort into a venture in the hopes that maybe they'll get a trickle of income from it over the two years after its release. It's just a way for you to demand work without paying anything up front and nobody will fail to see through that.

Again, commissions are not expensive. Especially given the time involved in the development cycle of a project. Even with a budget of something like $20k or so, spreading that cost over a year or more while assets are produced one at a time makes the whole process very affordable even for someone living on, say, $1600 a month. And you can maintain that easily working in a retail warehouse for ten bucks an hour at forty hours per week. It's not hard, just quit being a NEET leech and you'll be able to pull it off. Or you could just keep whining about how people should work for you for free. Guess which approach will actually get your project finished?


8d864c (57) No.25412>>25416 >>25422

>>25406

OK let me explain this shit down for a moment because we are getting in that moment where we waste 20 posts shitting on each other.

No one is fucking whining and crying over anything, who the hell are you even quoting in this thread? Talented artists with desired skills can go join talented people who will pay them, I don't give a shit, this is what they should do. I didn't ask no one to work for free while I swim in money and hire prostitutes? I didn't go in this thread or anyone else to ask for a professional artist to work for me as my bitch slave while I swim in cash.

And yes, it doesn't matter for the artist what my personal financial problems are but what the hell are you even talking about? Where the fuck do you see people here drawing things for charity, you saw a free artist willing to work for years with me on something so I can hang shit on my wall, and give him nothing in return? Sign me up whenever you see this.

A lot of artists (and I don't say all because they aren't the same you fucking douche) aren't investors because they are lazy bums, don't fucking tell me to work in retail to hurry up and empty my cash for the artist on a project that is a hobby. No one is forcing artists to join projects they don't like, so if they don't want to work with someone who is also working for free then they are free to draw whatever the hell they want. For all I care they should join whatever fucking company they want and really start getting paid, good for them, I wasn't arguing against this.

But if they are too inexperienced to actually get paid, and they want to join a project that is being made as a hobby by a team who has no money to fund it then who are you to say that they should get paid if they want to just do it for experience and maybe to hope that they have success with that first project? It takes a lot of years to learn how to draw so fuck you if you think I'll pay someone who just started not long ago.

People just need to remember that if they join someone who does this as a hobby then the project will be a group effort, and if they don't like it then they shouldn't have started in the first place. Because no one forced them to do it.

So how about you get a fucking job you lazy bum, stop sitting on your ass and stop calling people NEET because you aren't professional enough to join a competent team, and get some fucking money and stop complaining? You don't wanna work for free? FINE, no one is forcing you. I ain't working for someone else either and I wasn't even saying that you shouldn't get paid.

But I'd work for free with someone who has a project that really interests me, with the idea of profit share in my mind if I have trust in that person and it seems like a really nice project. Because I ain't a fucking leech, get a drawing job and shut up because nbo one is stopping you. Never join teams in which ALL MEMBERS work for free if that's not your thing. If you do that, you aren't the only one entitled to money while the rest work for free. I have seen some nice freeware games that were made by people in their spare time and if that's not what you want to do don't tell me like I asked for artist slaves, I would pay good artists if I had money but I don't and I want someone who is at my level, willing to pull a group effort if they are interested, and only then.


8d864c (57) No.25416

>>25412

You know what let me just TL;DR this post. If you are a beginner, I won't pay you.

No one would pay me either to program for their game because I am also a beginner, and by beginner I mean someone that did not make any money with their skill because of inexperience, not someone who is just learning how to draw, program or make music. If you want to help out and complete a project using rev share because you think it's worth it, then you shouldn't bitch about getting special entitlement when no one else in the team is getting paid. Anyone deserves money when they are good at something, not just artists.


8d864c (57) No.25422>>25434

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>>25412

Alright, look. I was needlessly harsh in that last post, but you seriously gotta chill out about this. No artist is going to want to work with someone who approaches them and talks about this issue like you do, and that's not going to help you finish whatever it is you're making. I may have provoked you but a lot of the shit you're saying is off the fucking rails at this point and deserves a rebuttal.

>No one is fucking whining and crying over anything, who the hell are you even quoting in this thread?

>>25341 and you. You're both saying that artists working for amateur projects shouldn't expect to get paid on the basis that one or more of the other project members aren't getting paid. The reality is that the market value of programmers, writers, and game designers is just not as high as is that of illustrators modelers, or animators. Visual assets are in higher demand than other assets, so for these kinds of artists, it's a seller's market. You're better off being willing to suck it up and pay them what they are actually worth, not what you wish they were worth.

>Talented artists with desired skills can go join talented people who will pay them, I don't give a shit, this is what they should do.

But clearly you do give a shit, because you then say shit like this:

>I didn't ask no one to work for free while I swim in money and hire prostitutes? I didn't go in this thread or anyone else to ask for a professional artist to work for me as my bitch slave while I swim in cash.

In addition to contradicting your previous statement, this again raises the entirely irrelevant matter of your personal financial situation. It doesn't matter what your bank account looks like, because that's not relevant to the issue of commissioning asset production at all. The value of an artist's work does not fluctuate with the economic status of his clients. Only a Marxist would think otherwise, and Marxism is brain poison. You don't have to be rich to be wrong for not wanting to pay someone for their work.

>And yes, it doesn't matter for the artist what my personal financial problems are but what the hell are you even talking about?

You're the one who brought it up like it was a point that mattered. Don't complain to me if I point out that it isn't as if I were the one who introduced this point to the discussion.

>Where the fuck do you see people here drawing things for charity, you saw a free artist willing to work for years with me on something so I can hang shit on my wall, and give him nothing in return? Sign me up whenever you see this.

That would be my point, thank you for catching on.

>A lot of artists aren't investors because they are lazy bums,

No, the reason they aren't investors is because they are the talent. Their role in the project is not financial contribution, but rather the contribution of their skilled labor. Financial contributions to projects such as these are specifically for the purchasing of said skilled labor; it's exactly what investors and producers are for. An artist who is also acting as an investor is already weirdly wearing two hats and is most likely the project lead if they are doing this. Procuring funding for asset production is typically the responsibility of the project lead, it's just unusual for an artist to be that person, because they already have skilled labor which is very high in demand. They typically don't need to undergo the strain of leading a project's development, and it's easy to see why they'd prefer it that way.

>don't fucking tell me to work in retail to hurry up and empty my cash for the artist on a project that is a hobby.

Why not? Is working for money and then spending that money on your personal hobby somehow beneath you? That sounds like the thought process of a NEET to me. Honestly, the retail example was specifically to illustrate the low end of what kind of money you could make and still be able to fund a project like this relatively easily out of your own pocket if need be. You could probably do another job that doesn't have a high barrier of entry, like construction work or data entry, and earn somewhat better than that. If you live with your parents, all that money goes in the bank, and if you live with roommates, your bills should be low enough that you should have plenty left over after paying them to fund your project. People drop thousands of dollars building Warhammer 40k armies and then they assemble and paint every model. You can spend some dosh on artwork for your project that you would otherwise be unable to produce. It's not an unreasonable expectation for an adult.


8d864c (57) No.25423

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>No one is forcing artists to join projects they don't like, so if they don't want to work with someone who is also working for free then they are free to draw whatever the hell they want. For all I care they should join whatever fucking company they want and really start getting paid, good for them, I wasn't arguing against this.

You and >>25341 were attempting to discourage artists from thinking that they bring a skill to a development team worth charging money for. Switching over from "discouraging" to "forcing" is just a moving-the-goalposts tactic and you know it. You want artists to think they shouldn't charge for their work. Of course you aren't holding a gun to their head - you're attempting to use social pressure instead. It's not really a huge point in your favor if you want to argue that you're not literally raping them to death for not doing things the way you want them to - you're still trying to pressure them to do things for free, and that's shitty of you.

>>But if they are too inexperienced to actually get paid, and they want to join a project that is being made as a hobby by a team who has no money to fund it then who are you to say that they should get paid if they want to just do it for experience and maybe to hope that they have success with that first project? It takes a lot of years to learn how to draw so fuck you if you think I'll pay someone who just started not long ago.

See, just like how your personal circumstances aren't any of the artist's business, it isn't really any of your business what the artist's other business opportunities are or are not. What matters is whether you want the products of their skilled labor and if you are willing to meet their terms for it. This is about the relationship between you and the artist, not the relationship between the artist and Electronic Arts, or the artist and Pixar. The artist's other business dealings or capacity to form them are completely irrelevant. What matters is what you want from the artist, how you are willing to compensate them for it, and whether they are willing to agree to the terms. If they won't agree to your "work for my project for free" deal, that doesn't make them lazy or assholes, it just makes them not your personal pretty-picture-vending-machine. Hell, even vending machines demand payment first.

>People just need to remember that if they join someone who does this as a hobby then the project will be a group effort, and if they don't like it then they shouldn't have started in the first place.

Or they could fulfill commissions for the production of the project's assets, because they don't have to abide by your barrage of false dichotomies. There are better ways to get things done than to insist that everyone do it for free and for hot pockets.

>Because no one forced them to do it.

See, there you go again with that. You're actively trying to discourage artists from putting a price on their skilled labor, and then proudly declaring that you're not forcing anyone to do anything. That is moving the goalposts, and it doesn't matter. I'm arguing against your position, not against some perceived use of force on your part.

>So how about you get a fucking job you lazy bum,

I have one. It's how I'm paying for assets for my project.

>stop sitting on your ass and stop calling people NEET because you aren't professional enough to join a competent team, and get some fucking money and stop complaining?

I'm leading one, so that's another box checked. You seem really sensitive about that NEET thing, and really hostile toward the idea of getting a retail job to pay for things. And you're telling me to get money and stop complaining when I'm the one advocating for project leaders to stop complaining and pay their talent. It kind of looks like you're projecting here.

>You don't wanna work for free? FINE, no one is forcing you. I ain't working for someone else either and I wasn't even saying that you shouldn't get paid.

I am working for free, and paying others to do what I cannot. That's because I wound up being the lead writer and eventually the project lead, because I just kept doing what things I could until the whole project became something that would not happen without me organizing and funding the rest of its production. That's just part of the burden of being a project lead - nobody cares more than you if the project ever finishes, so it's up to you to do whatever it takes to get it done. If you don't, it won't finish itself, and nobody else will care enough to finish it for you. The result of this is that you have to accept that you will have to make arrangements which may feel unfair to you because your project has become a labor of love. That's the simple, cold reality of it. You can either face it and do what it takes, or complain and hope people will be just as enthused as you are to work on your project with no additional incentives. I wouldn't count on it. You should get over it.


8d864c (57) No.25424

File (hide): 1455845078349.jpg (42.81 KB, 620x799, 620:799, 1432523768067.jpg) (h) (u)

>Because I ain't a fucking leech, get a drawing job and shut up because nbo one is stopping you.

I'm not an illustrator. I pay illustrators, which is what you should do if you appreciate the value of their work.

>Never join teams in which ALL MEMBERS work for free if that's not your thing. If you do that, you aren't the only one entitled to money while the rest work for free.

Some members will work for free, others will not. Everybody has motivators, and money is one of them. If they wanted me to write smut for them, I'd consider it, but honestly paying them is just easier. The way you're reacting, you'd think I suggested you skin yourself alive every week to keep your artists on the project. It's really not that bad.

And frankly, you're not entitled to an artist's illustrations. Paying for a product is normal. Insisting on being paid for one's work is not an issue of an entitlement complex. Insisting on receiving the benefits of someone's work without paying them absolutely is. You're getting this entitlement thing backwards and sounding like a Marxist again.

>I have seen some nice freeware games that were made by people in their spare time

Hey, if you want to be ZUN, be my guest. I look forward to your derpy doodles of shrine maidens and various other little girls wearing silly hats.

>and if that's not what you want to do don't tell me like I asked for artist slaves, I would pay good artists if I had money but I don't and I want someone who is at my level,

Yeah, you're really REALLY sensitive about this money thing. Why don't you have the money? What do you do for a living? What kind of income are you working from? What are your other expenses? Could you ballpark this stuff so we could figure out where your problem is? It shouldn't be that hard for you to figure out how to make ends meet and then some so you can produce what you want. It's just not this huge insurmountable thing you're making it out to be, and you're getting super pissed off about absolutely nothing at all.


8d864c (57) No.25434

>>25422

I am wearing multiple hats, artists just don't deserve to be paid any more than the programmers, musicians and writers, especially if one person is not only programming but designing multiple parts of the game. And this only applies to cases where people join a hobby project.

I don't want to continue talking about this, but there are hobby projects where two people or so teamed up, both with different skills to make a game. Risk of rain had two guys with multiple hats from what I know, no one paid for an artist because no one was actually paid in the first place. The did a kickstarter to buy a soundtrack, and the rest worked with revshare probably.

I think it's the same with hotline miami, I really don't think someone was paid to draw it, it doesn't look great at all, and at the same time, both members had the same amount of money, from what I remember in the documentary there were two guys probably just like in RoR who were betting on a game. How about Iji, if you know that game there were about two musicians giving their work for free, and they knew that they were doing it as a hobby because they liked the game. I don't see anything wrong with occasionally doing something just for fun.

If you decide to join a hobby project, and you know it's gonna be awesome and you like working on it you deserve to be paid if the other members do, but otherwise the programmers, writers and musicians really deserve money just like the artist, he isn't special. Now of course these hobby projects are rare, and they only are made up by people who like working with others and just wanna finish something fast, and have great trust in each other. This is why they should become friends with the artist, because it's not professional.

Your remarks about me working in retail is not something that I am afraid because it's below me and it's quite stupid to say that, it's below other people who know they are working in a non professional project that they agreed to use rev share, to expect one member of the team to work much much harder than the other just so the other one can have money and sit on his ass. So no matter how much I could work, don't tell me that I should be the one paying if someone agreed to work with me for free.

In that quote I wasn't discouraging artists to work for money, I said that if someone willingly team up to work for the sake of a project because they both love it, the artist shouldn't get money/special treatment. By this thinking anton and coolpecker should pay the artist right? It doesn't matter that they teamed up for free, all of them? Well it does, because they all work for the same amount of money, nothing. And I'm not sure about katawa shoujo which was also a group effort but probably no one made money with that, thought don't quote me on this for sure.

So how about you stop trying to guilt trip me into paying people when they want to help me get a project done, and if they trust it, they get a share? They are basically stakeholders at that point, and unless my project is great it wouldn't make a lot of sense for them to do that. But if they see that something good is going to come out of this, then maybe they get some good money, it's a bet that they take and no one is forcing them. Don't try to shit on programmers, they have to do multiple things, and artists aren't the hardest working people in the team, what they have is years of drawing experience which makes them valuable.


8d864c (57) No.25435

I won't take money out of my pocket if I am making a game with potential just to pay some pretentious douche unless he is indeed skillful, if they aren't great at drawing, but there are plenty of people who overestimate how good they are, and they wouldn't exactly be hireable, people join teams mostly because they don't have time to do everything at once. Not because it's impossible to make art, music and the code. So I would treat others like I treat myself, if I personally want to work on a project that seems great to me for free, I will not go out of my way to ask for payment unless I know that I really deserve it. And I know that I won't really join these hobby projects in the first place, because most people don't know how to make games and I think I can do better by myself.

And your passive aggressive shit is not working here, you were the one who called me a NEET and of course I'd tell you that I'm not a fat guy living in the basement like you assume me to be. Not really sure what you are trying to do with this, people can work minimum wage and not all live in great countries you know? So unless they get some outside funding it's next to impossible to save money to pay for someone else. I am that typical indie guy meaning that I'm always living eating cheap, and doing whatever I can to save up money, but sometimes the only way to pay for people is funding. I assume yanderedev is also a retard because he gets funding to pay himself and others right? Here's the thing, he first got money for himself, before paying other volunteers. From what I remember all he did was but one generic asset at the beginning. Oh how cruel of him, he didn't have a ton of money to buy the rest of the people who help him until he got funding, he should be shot right?

You are a biter person because your project failed and you know no one is gonna work on it for free, well guess what, there are still people that can't wait to work on other's projects, and I named there before, two good examples are anton and coolpecker and yandere simulator also has free volunteers sometimes.

I greatly appreciate artists, musicians, writers, programers, sound designers and anyone else, so it's not like I hate them, I'd love to have some great people like that work with me more than anything else because I know I need help. But it takes 10 fucking books to explain to you that not all projects are commercial, and some commercial projects were a success that were funded on nothing. You are the one acting entitled, because you expect special treatment on every occasion. I said that there are projects with no funding and with potential and you are up in arms over this like the artist should be immediately paid, ignoring everyone else. If someone was interested in my game and wanted to write a story for it just because he loves my project that would be pretty nice, but unless people are really excited it's not gonna happen, and you treat these arguments like it happens all the time.


8d864c (57) No.25436

I regret taking the discussion this far, because the basic idea is that group efforts/hobby projects was that no one get paid, and teams where they are very organized and want to do something more professional, everyone deserves money. I would had volunteered making 3D modeling for minecraft when it picked up popularity, for rev share, because I am not stupid. I'd join any game that is gonna be successful right now too, also for the same reason. But it doesn't happen because the people making that game aren't stupid and they know rev share would make them lose too much money to others.

About rev share, it mostly doesn't work well at all, and I will never do it because most projects are just shit or I can think of something that I would like to do, and whenever I do that I'd rather pay someone for something specific and be done with it. But that doesn't mean that there are some projects that didn't succeed because of it or that it should never be done.

And don't fucking tell me 'wow you are really sensitive about this!' because you are being a passive aggressive cunt, you are trying to make a bigger deal out of it just so you appear calm and rational while I sit here shitting on you. It's not your business on where I work, my income, and how I spend my money, you aren't a fucking guru who thinks he can read me and give advice to how I can improve my life. You aren't that great guy, so take a step down, and stop acting like a baby when people willingly join a project for free. This is the last time when I say that everyone, not just the artist, deserves to be paid if they are asked to use their skill for a project. AND that sometimes two or three people form up a small team in which they

So maybe stop working for the guy making walking simulators and stop being so biter, it's obvious that you made a really stupid decision to join a shit project, it got unfinished, you got paid jack shit and you wasted your time. This is you right now. I won't talk about this anymore because it's just useless, I can detail all I want that some teams are knowingly formed to make something that probably won't generate money, and you'll be a passive aggressive know it all trying to read into my life and give advice on how to empty my pockets for everyone. So screw this, artists deserve money like anyone else, and if they wanna work for free for something with potential or always work for money it's their decision, not yours. I did look at the video that was posted, and the guy was right saying you should never work for free, but you took it a bit too far.


8d864c (57) No.25437

The last two posts have the orders of the paragraphs screwed up because of copy pasting (body too long), but you get the gist of it.


8d864c (57) No.25447>>25466 >>25748

> actually reads all the walls of text.

Okay, here's something I noticed recently, as a producer/programmer type of person -- many artists are trying to get on the Patreon bandwagon to -- get this -- to be able to make their own projects!

How about that? That means that they only work commissions because they need the cash, they probably don't give a shit much about your project, only that they do a professional job on it since that's what they were trained for.

Now Patreon -- ah, look at this guy for example (not to dis him, I like him too for the record)

https://www.patreon.com/Kuvshinov_Ilya?ty=h

Who wouldn't want to just be able to doodle all day drawing whatever the hell he wants and still have that dosh flowing in? And then you post a picture and you immediately get thousands of fellating retweets. Ain't life grand? That's what artists want.

Now since they're getting all the money, then they will be able to hire programmers.

Cue for us to jack up our prices, it's only fair.


8d864c (57) No.25449

File (hide): 1455881316648.jpg (135.66 KB, 487x294, 487:294, Two-Cents.jpg) (h) (u)

>all this wall of text

There's too many different kinds of artists and situations to make any generalizations and "artists do this" "no artists do that" shit.

As an artist myself, there's many variables that will determine how I would be willing to work with you:

- how much control I have over the project

- how interesting the project seems for practice or "portfolio" so to say

- how interesting your project seems

- how promising/high quality your project seems

- how well your project fits what I'm interested of

- how much free time I have (e.g. busy time at work/school is not the same at all as a summer vacation)

I will probably not art up your project for free. If I'm taking orders and have no control over the project other than how to make the art, it's called a job and you'll have to pay me for it.

I will however, art up OUR project for "free" (free as in if it ends up making profit some day, I'll get a cut). And it is not "our" project unless I have some control over things other than the graphics.

If your project is a "realistic" zombie shooter game, the extent of the story is "a scientist accidentally a zombie", you have everything about the game set in stone, and you want me to make graphics almost identical to another game you got inspired by and nothing is up for any meaningful negotiation, good fucking luck getting me to do anything for free.

If your game is an adventure game with cool ratchet&clank style gadgets (whatever you can come up with along the way) and puzzle elements, set somewhere in ancient Mayan/Egyptian kind of civilization that you're not sure about yet and you want to incorporate some kind of unique possibly magical/spritual fantasy flare into the whole design, have a rough story planned out and want to plot it out together as the project goes on, and are excited about creating something unique and new and are specifically looking an artist's help to put all of this together into a comprehensive design, AND you can prove you understand exactly what you're capable of... I'll fucking sabotage your reputation so I can pretend I'm the only one who wants to work with you I'd consider giving a hand.


8d864c (57) No.25466

>>25447

Nice cherry picking.

Being a decent artist doesn't automatically mean you will make several grand on patreon. You either get really lucky or market the fuck out of yourself. There's few who manage this and they almost always pander to the lowest common denominator.

Besides, you're making it sound like drawing isn't hard work. Believe it or not, you run into problems and frustration much like coding.


8d864c (57) No.25579>>25583 >>25592 >>25601

See? This is the problem between artists and programmers.

I was reading the thread, and thought it was actually fine, then >>25335 brought up the "artists shouldn't work for free" and then everything ended up as a big argument, again.

I agree partially with >>25341 and the bigass wall of text, as far as amateur projects are concerned basically everyone works for "free". The coder who made the engine or the musicguy who made the music, they started working on the game without asking each other for money so I don't understand why the artist ALWAYS expect to get money to just join.

Like someone said earlier I'm not telling that artists are all the same, but each time I'm reading something like "I'll join this project only if they are worth my time, and for a fee", I can guess 90% of the time that it's an artist talking, and half the time the artist isn't even a professional.

Also, I should note that most of the time artists tell "beginner" programmers that they would never waste their time with someone that can only do basic stuff, but I'd like to turn that around.

Fair enough, but why in that case programmers are being shunned for not wanting to work with a "beginner" artist who can only do basic stuff?

Anyway again I know that some artists are different, just like that one artist who posted in the 4chan /agdg/ 1 or 2 days ago, but there's this whole acceptance about how artists are expected to join only for money which will always be the core of the argument.


8d864c (57) No.25583>>25592

>>25579

>Fair enough, but why in that case programmers are being shunned for not wanting to work with a "beginner" artist who can only do basic stuff?

People think programmers are making magic money and are able to pay everyone like it' nothing. And everyone ignores the artists that draw two furry pics per day for hundreds of green paper.


8d864c (57) No.25592

YouTube embed. Click thumbnail to play.

>>25579

>but there's this whole acceptance about how artists are expected to join only for money which will always be the core of the argument.

In professional fields it's the other way around, a lot of folks expect artists/designers to work for free because they are not taken seriously. You're just doodling a bit and having fun, right? That's why you chose that job, you're having fun so pay should come second, if at all and if we like what you've made. They just ignore the fact it can be stressful and time consuming work like any other field.

You'd be surprised how often this happens in businesses. Our teachers DRILLED into us to shove binding contracts on our clients should we do freelance work and risk getting fucked over. They've had it happen to them.

I completely agree that if you sign up to work on a game that has no budget or guarantee behind it you shouldn't expect anything, not even for your partner or team to be any good. You get what you sign up for and it may or may not work out. But some people do it for a living and they can't pay their bills by risking projects with strangers and no guaranteed pay. I don't know how freelancing is for other aspects, but that's what I know in terms of art. Obviously, there's also going to be assholes who expect pay even if they're shit.

I think all of this is what causes these arguments to keep popping up.

>>25583

>People think programmers are making magic money and are able to pay everyone like it' nothing.

>he thinks artists are making magic money

Two furry commissions will probably not get you a Benjamin unless you've been whoring yourself out for years to build a name and/or have a decent amount of skill. Like I said, it's an industry like any other and just knowing how to draw doesn't guarantee you money.


8d864c (57) No.25601>>25606 >>25613 >>25623

File (hide): 1456291599633.jpg (65.9 KB, 600x400, 3:2, 1428336416897.jpg) (h) (u)

>>25579

The problem is a very simple matter of supply and demand economics. The more people try to dance and dodge around that issue, the more frustrated they'll be.

Artists typically charge to work on amateur projects for two reasons. The first is that they are in extremely high demand by everyone. When artwork is in high demand and low supply, artists get to charge for their services, simple as that. The second is that taking commissions very rapidly weeds out all the idea guys posing as amateur developers, and the ability to do that is of great value to the artist who finds themselves swamped with requests and not much in the way of being able to determine if a startup dev team is made up of good people or if they're just a bunch of loser idea guys who want some concept art for their dumb ideas until they run out of motivation and abandon the project. Artists get burned by this kind of experience often enough that they can hardly be blamed for taking some precautions before working with someone, or at least charging for their work so they can get something out of it even if the project collapses in the middle of development.

Lots of people want to have an artist on their team. There aren't enough artists of a desired quality level to fill that demand. On the other hand, amateur dev teams are saturated with "programmers," "writers," and "game designers," let alone "producers" and "directors" such that they generally need to put their best foot forward if they want to be taken seriously.

It's in the nature of the work, too. It takes two seconds to look at an illustration and make a determination about the artist's skill based upon it, and it's also just easier to get excited about something when you have an immediate visualization in front of you. But writing, design, or programming? If someone has to parse your script, design document, or code (or tech demonstration), then they are already investing time into evaluating your abilities in a way that is at least somewhat abstract and difficult to place without the aid of any visual assets. Since it's more time consuming and difficult to assess the expertise of writers, designers, and programmers, it is of course going to be approached as an investment - a chore to be done by the evaluator when they already have their hands full filtering through other applicants claiming similar credentials.

Then there's the simple matter of who needs whom more. Artists, as it has been pointed out in this thread, have other means of getting paid besides working with amateur developers. Amateur developers, however, need artists to give their projects an aesthetic other than "placeholder." Yeah, it worked for Dwarf Fortress. You're not making Dwarf Fortress. Most people will look at a UI filled with placeholders and think "not even close to being finished," whereas with just a little bit of artwork you can hype the fuck out of your project and people will assume that you are good enough to at least get an artist working with you. The simple, sad fact is that you need artists more than they need you. Without you, they can always do commissions for someone else. Without them, you can't release your game because it looks unfinished.

These are just simple economic realities. You can't really complain your way around them.


8d864c (57) No.25606

>>25601

>tldr I want more money than you


8d864c (57) No.25613

>>25601

>Lots of people want to have an artist on their team. There aren't enough artists of a desired quality level to fill that demand.

There's just about as many good and desirable programmers as there are good and desirable artists. The difference is as you said that you can immediately tell the level of quality from a piece of art, while it's much more difficult to determine how good the programmer is. The result is an illusion of "not enough artists for all the programmers", while in reality it's more like "no enough skilled artists for every procrastinator and beginner programmer who want their game to look good".

If you look for art quality that pars your programming/game design quality, I'm sure you'd have no problem finding an artist. But most people won't do that because it's so much easier to see how bad the art is.


8d864c (57) No.25623

File (hide): 1456322563428.gif (4.67 MB, 450x250, 9:5, ec8.gif) (h) (u)

>>25601

>The simple, sad fact is that you need artists more than they need you. Without you, they can always do commissions for someone else. Without them, you can't release your game because it looks unfinished.

That's why I guess I'll never make any real game until I git good enough to make my own assets :^)

Though, I thank gods for another economic reality: if you're a decent coder, you can easily score a job that's much more beneficial than an amateur gamedev project.


8d864c (57) No.25748>>25750

>>25447

>Jack up our prices

shit code good art tends to beat good code shit art. think of the classics and their terrible code:

mario: input buffer overflows everywhere

pokemon: integer wrap bugs out the ass and broken regions and tiles.

sonic: broken collision detection

quake: movement and physics so broken that it becomes a gameplay element.

every game with npcs: exploitable npcs.

tetris (gb): infinite block climb for infinite drop score.

on the opposing side great code bad art:

dwarf fortress: indie gem that nobody understands. somehow it's really popular but I don't have a single friend that plays it. the game is so complex that the ascii representation just looks like random static. I haven't played it since it went 3d because fuck that.

others???


8d864c (57) No.25750>>25751

>>25748

You're hastly labeling random games as broken and "shit code" just because something in them isn't perfect. All those games were good enough to ship and they were shipped that way because you can't polish something indefinitely if want to ship it on time.

>dwarf fortress: indie gem that nobody understands. somehow it's really popular but I don't have a single friend that plays it. the game is so complex that the ascii representation just looks like random static. I haven't played it since it went 3d because fuck that.

DF is mostly maintained by a single person who isn't exactly a software engineer and each version was always plagued by bugs, with bugfixes introducing new bugs. It's code is probably worse than code of the games you've listed above. Also, Toady has been making thousands of dollars every month from donations for years, I don't think that qualifies for misunderstood.


8d864c (57) No.25751

>>25750

>hastily calling 'shit code'

input and integer overflows are fairly trivial to correct.

if you've seen sm64 rolling rocks parallel universe strats on youtube I want you to consider the spaghetti that would have to exist for so many references to location to exist but all of them to be a different data type: at best they're casting to a different type each function, at worst they're not using pointers or globals and duplicating storage.

and just because airstrafe is a feature in tribes and tf2 doesn't mean it wasn't a bug in quake.




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