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>made by a team of freelancers, to our specifications So...did these freelancers not communicate with each other at all? When I saw the first screenshot on th
by Causality1 7y ago
>made by a team of freelancers, to our specifications
So...did these freelancers not communicate with each other at all? When I saw the first screenshot on the page, of the newest game, I thought it was composed entirely of assets purchased from an asset store and built in RPG Maker and I expected the body of the article to be centered on why it's ok to buy assets when what you're focusing on is gameplay. I feel like this dev is really being taken advantage of by his cadre of artists because the other games on the page don't actually look bad. Maybe a hair generic, but not bad. The newest one, though, damn. That looks like someone's homework.
- gtirloni 7y agoHe doesn't have a cadre of artists. They might not be working concurrently in the same game. He specifically says multiple times that they come and go, life happens. I guess there's an argument to be made that he could focus on better and better specifications for those artists so, over time, the style stays consistent. But I dont know anything about that. Seems doable?
- gmueckl 7y agoYou can absolutely write specifications for art. And I would consider a pretty technical checklist for quality control that is agreed on in advance (lighting from predetermined direction, adjerence to color palette for corresponding scenery, shadows consistent, required silhouettes recognizable etc.). I remember an old style guide written by MS for Windows XP that outlined in great detail how icons in the default theme style meed achieve their look. It gave technical details like the exact location of the vanishing point for perspectively drawn icons. So coming up with an art style specification should be doable once the style has been developed.
- masklinn 7y agoNethergate looks absolutely awful, and I'm not fond of Avernum's art either. Exile: Escape From the Pit looks OK, it uses bold colors and a pretty consistent palette, it could be improved (the texturing attempts on the wooden elements) is bleh and the perspective is a bit odd) but the world area at least is fine.
- egypturnash 7y agoHonestly the rest of what he says about hiring artists makes me suspect he doesn’t so much have a team of artists as he has a series of artists, with no communication between them. Reading between the lines I think he is also not paying his artists very much, and not offering them any other perks that would make them want to come back for another fun Spiderweb gig on the side.