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capsules
August 10th, 2008, 11:45 PM
Established Video Game company needs a dedicated artist for freelance production character animation and tweening. Responsibilities: creating tween frames and alternate key frames in an exact predetermined style and technique which is a monoline, anime inspired style. Applicant must be good at drawing characters in armor in a variety of styles and have the technical chops as well as patience to draw the same characters from a variety of angles in a variety of poses.

Please send samples of your work along with a note about your experience and intentions. Must be willing to work for a predetermined fee in a timely manner. Pay rate will be similar to comic pages, so please consider part of your compensation a credited role on an upcoming 360, PS3, PC title. Must be willing to sign NDA.

Please email toystorestudios@hotmail.com with interest. Serious inquiries only.

Carbono
August 11th, 2008, 11:51 PM
In one of your previous posts you said "indie company seeks artists", and on this one you're saying "estabilished company" and since you're offering as "part of payment" credit on an incoming game, i think you should say how estabilished the company really is
And, it will be a shipped game for 360 and PS3 or a live/psn game?

capsules
August 12th, 2008, 12:12 AM
To answer your question, I have recently switched game companies - the old one was small, the new one is big. I suppose I should've created a new login, but I'm the same guy and I had good luck on concept art with the previous project. However, I can't mention the project or game company publicly, as this title is still unannounced.

To clarify, this is indeed a paying project, only trying to weed out the "I charge $500 per image" folks. Know what I mean? :)

Thanks a lot to those who have already responded, more information will be provided to all qualified applicants shortly.

Homeros
August 12th, 2008, 06:59 PM
However, I can't mention the project or game company publicly, as this title is still unannounced.

It's ok and accepted not to mention projects that are still in development. But you have to mention what studio/company the work is for. Any legitimate work needs to be done with clear knowledge of who the employer is. Not disclosing the employer is the same as working in the dark or under the table and that doesn't fit with professional work.


To clarify, this is indeed a paying project, only trying to weed out the "I charge $500 per image" folks. Know what I mean? :).

If you say that your (as of yet unmentioned) company is working on a Xbox 360 or a PS3 game than the industry standard is at least within the $500 range! unless you are looking for really 'beginner' quality work with no current/next gen expectations.
Good luck!

rick_hershey
August 13th, 2008, 01:13 PM
It's ok and accepted not to mention projects that are still in development. But you have to mention what studio/company the work is for. Any legitimate work needs to be done with clear knowledge of who the employer is. Not disclosing the employer is the same as working in the dark or under the table and that doesn't fit with professional work.

In all honesty, he doesn't have to disclose any information to the general public or freelancers looking to work with him.

My assumption is that he will disclose information he considers "sensitive" once an artist is chosen or approached.

Your comments seem to automatically paint doubt on the OP's credibility, when I don't see a reason to believe that is his intension.

If you say that your (as of yet unmentioned) company is working on a Xbox 360 or a PS3 game than the industry standard is at least within the $500 range! unless you are looking for really 'beginner' quality work with no current/next gen expectations.
Good luck!

Interesting enough, I don't think a fair scope of the work has been disclosed to allow for casual viewers to assume what the rates should be. Depending on the work and requirements (specific details not given) less then $500 per image might be very well worth it.

Homeros
August 15th, 2008, 07:43 AM
In all honesty, he doesn't have to disclose any information to the general public or freelancers looking to work with him.
My assumption is that he will disclose information he considers "sensitive" once an artist is chosen or approached.

My whole comment refers to when an employer (company) refuses to mention their name. Established companies never have a problem with letting know who they are. In fact, for recruitment it is most useful to let the applicants know the level of commitment and how serious the inquiry is. It simply makes for a clear understanding what is expected. Another reason why established companies always mention their name is to prevent any misunderstanding in an environment such as the internet where anyone can use an alias.

Project names whoever; no. They don't have to tell the general public what their project is about. And I had no comments about that anyway. Project details are for employers only.

But company name doesn't fall into the "sensitive" category, as you mentioned. If a company is actually working, (in this case an established one) then they are automatically public. And if the dealing is through an agent, then one must know the name of the agency. Either way, you simply have to know who the employer is (or their agency/rep).

Interesting enough, I don't think a fair scope of the work has been disclosed to allow for casual viewers to assume what the rates should be.

Actually it has. A fair scope of the work info has been given. IE: "freelance production character animation and tweening. Responsibilities: creating tween frames and alternate key frames in an exact predetermined style and technique which is a monoline, anime inspired style. Applicant must be good at drawing characters in armor in a variety of styles and have the technical chops as well as patience to draw the same characters from a variety of angles in a variety of poses." That's very clear what is needed and required. And it does give an indication for a pro to know what industry standards regarding the pricing should be for a specific job like this.

Depending on the work and requirements (specific details not given) less then $500 per image might be very well worth it.

Still each artist can decide for themselves what their art is worth. Yet in a professional and ethical work environment for artists, there is an industry standard. Which in 360/PS3 production pipelines is on the higher end.

magnut
August 15th, 2008, 08:26 AM
Homeros,

I'm a vociferous critic of jobs on these forums that aren't what they purport to be. But as much as I try to turn the spotlight on specious job offers, the bottom line is that you make the deal you make, and then you stick with it no matter what.

Recently I agreed to a storyboard job, and I don't know what the hell I was thinking when I gave a quote from (I think) the late 70's. It wasn't until I was 5 minutes or so away from having given this quote when I realized that I had undercut my rates by over 50%. But I couldn't back out, because it would have made me look like I was jerking the client around.

I explained to the client what I had done, what my rates usually are, but I told him that my brain fart was the equivalent of someone putting the wrong price tag on a product in a department store: if you're lucky enough to be presented with that accidental lower price, then you get to keep it. I told him I would do the job at this lower price.

It was my dumb luck that he ended up not following through with the job anyway, which got me off the hook.

However you end up with the price, you must get there having discerned all aspects of the job. It's either worth it to do the job or not. But once you take the job, don't back out of it.

rick_hershey is correct, in that the client doesn't have to reveal anything publicly. This might be an annoyance, but I personally would be more worried if the structure of any posted job 'screamed' to be something that on the surface might seem good, but with only the smallest amount of scrutiny, it's obvious that this is a terrible deal for any artist.

capsules seems to have an interesting job offer. He seems not to be part of any company, considering he has a Hotmail email address. So if you do the job, make sure your agreement is solid and in writing. That solves most problems.

I'm personally ignorant of the pay structure of doing 'tweener' frames. Do your research about it as best you can, then determine for yourself if this is something you wish to try. It seems to me that capsule's posting is decently clear on what he wants.

It's freelance, so a finite payment for a limited amount of frames/pictures/whatever seems appropriate.

If anyone knows what the industry standard pay would be for such a job, I'd love to see it posted here. I suspect that to make over $500.00, one would have to do a hefty amount of tweener frames.

capsules, good luck with your project. I would love to see you update everyone here with details and (hopefully) visuals.

Good luck!

rick_hershey
August 15th, 2008, 02:41 PM
Hey Homeros,

I was arguing with you, but not entirely disagreeing with you, and apologize if it came off as such. I agree that an established company (or someone who says they are representing one) should include who they are when looking for freelancers.

My argument was that they don't have to publicly. Now, if this was something they didn't discuss in private also, I would see a problem.

As a freelancer and head of a studio, I would never pursue a job like this without a lot more information on the work and the employer.