2D painterly work (concepts, backgrounds & animations).
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Thread: 2D painterly work (concepts, backgrounds & animations).

  1. #1
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    2D painterly work (concepts, backgrounds & animations).

    Hi all.

    We've previously found plenty of artists for our projects through ConceptArt.org, and we're looking for some new talent to help us out. More specifically, we'd like to set a slightly different art direction for our game, Tribes of Mexica.

    As a reference, here's our boxart mockup (which we love) and some in-game screenshots (which we're looking to change):






    We basically want the in-game visuals to reflect the boxart a bit more. Give it that painterly, fairly tale style and move away from the realistic, finely textured direction.

    Some references for this look would include the works of James Jean:


    Joao Ruas, who ended up taking over on cover work of Fables:


    And Julie Dillon, whose style definitely overlaps our desired look:


    We'd like to commission a few experiments with backgrounds and animations, and possibly full-screen illustrations, to see how we can best achieve this look. These would be split up as follows:

    Concepts/Illustrations
    Alice Duke -- who did our cover and is a wonderful illustrator -- represents the go-to reference for the overall art style. The sheer quantity of the artwork we might need, though, could be too much for a single person, so we're looking for other artists to help out on that end. Concept art will be needed, but we're mostly interested in artists that are capable of producing coloured and polished illustrations in a similar style.

    Backgrounds
    For the in-game backgrounds, we'd like to duplicate the look of the illustrations without necessarily painting all new images for each area. What we'd like to try are simple, flat background images that we can populate with various objects (trees, brushes, rocks, pyramid bricks, walls, etc.) to create the architecture/layout. This would be tricky as many of the objects would be overlapping, their proportions would have to stay the same, and lighting/shadows would have to be used sparingly. This is a test run, though, so we're willing to give the approach a try.

    Animations
    I think as a necessity, the animations would be the furthest away from the illustrations. We're not sure of the optimal format, but we are thinking of moving away from the deformed style but still having the animations quite expressive. This means that (for the most part) we'd like to avoid shortcuts such as the various Flash transformations, e.g., displacement, rotations and scaling. We'd most likely try an approach where an artist would draw the frame outlines leaving the colouring to someone else (this is an area that's perhaps most suited to production studios rather than individuals).

    All payment for these test runs would be done through PayPal, and their amounts would be based on the requirements of each task. If you're interested and your style and skills fit the above criteria, feel free to e-mail me at radek@incubatorgames.com.

    Thanks for your time.

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  2. #2
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    Hi guys,

    Just to clarify, we're not currently looking to fill all the art needs of the game. Instead, we want to run some tests to meet new talent and see what kind of a look we can achieve going forward. This means we'll probably pick a few people/studios for each of the 3 areas and assign them the same tasks, i.e., a few pieces of concept art, one "map" with the same props/objects, and one set of character animations.

    Also, it's great getting all these submissions for concept art -- and obviously that's what we expected from Concept Art -- but that's also the area where we need the least help. We'll definitely try to shore up on that end as well, but we're most concerned with what we can achieve in-game so feel free to e-mail me if you focus more on the production side of things.

    Thanks again for your time.

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