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View Full Version : I-Spy styled game gig


Lunatique
April 16th, 2007, 01:13 PM
Hi, I'm the studio art director of iwin.com, and we're currently looking for a couple of freelancers (either on-site or remote) to work on an I-Spy styled game currently in development here at iWin (iwin.com). The gig will last several months, and is full-time (during the production of the game), and if the candidates are particularly strong, we may offer a retainer contract to work exclusively for iWin (usually a yearly contract), or hire the candidate as a full-time employee.

We have very high expectations for the visual quality of this game, and candidates should have the ability to match or surpass the quality of this particular game: http://www.iwin.com/download/1733867396294362624/mystery-case-files-ravenhearst-game;jsessionid=blUH4_i8LXWa?lid=Mystery%20Case%20 Files%20RavenhearstTopTen&lpos=TopTen6

The idea is to confuse the player so that it's hard for them to find objects on a list, but at the same time, all the items in the screen should look cohesive--as if they belong in the same environment/lighting. Creative ways to alter local lighting on each item (altering highlights/shadows, flattening the dimensions) will help hide them better, as long as no items looks out of place among the clutter.

Typically the ways to hide objects are:

1) Pure clutter

2) Color coordination with the surrounding.

3) Texture coordination with the surrounding.

4) Replacing similar shaped item with a completely different item (replace something like a doorknob with something similarly round, but totally different, like a globe)

5) Bending something to look like a part of background (a puddle of liquid forming the shape of something else--for example, the state of Texas).

The game screens will be 800x600.

Please send your portfolio link/resume to rchang@iwin.com. Do not attach images in your email--just a link to your online portfolio is fine. Please also state your availability and fee (per hour or per project).

Selected candidates will be asked to do an art test (detail to be given after a candidate has been selected). Yes, I know most people hate doing art tests, thinking that their portfolio is enough indication of their ability, but trust me, as someone who freelanced for a number of years and also deal with freelancers as an art director, you really can't tell if someone can match the look/sensibility of a particular project until you test them. This is especially true for stylized looks, as stylization is all about sensibility and not just about making things look real/cool. And to put your minds at rest--no, we never use any assets created for art tests--we would only do that if a particular candidate gets the gig and the art test he did would be counted as part of the work he's doing for the game.