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Author   Topic : "Freelance job available (casual game)"
Lunatique
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Joined: 27 Jan 2001
Posts: 3303
Location: Lincoln, California

PostPosted: Mon Apr 16, 2007 10:26 am     Reply with quote
Hello fellow Sijuners. I'm currently the studio art director at iWin (iwin.com), and I have a couple of freelance jobs available ATM. The project will last several months, but the contract itself might be extended indefinitely, as we may produce other games in the same style (including sequels).

The jobs are for an I-Spy styled game (looking for items in a screen full of clutter). This is a good example of one: http://www.iwin.com/download/1733867396294362624/mystery-case-files-ravenhearst-game;jsessionid=blUH4_i8LXWa?lid=Mystery%20Case%20Files%20RavenhearstTopTen&lpos=TopTen6

The important part (and the hardest to nail) is the ability to create a cluttered screen that looks cohesive (as opposed to random local lighting on all the objects and looking like crappy cut&paste photo objects from various sources), but at the same time manipulate the objects individually so that they hide better in their immediate surrounding.

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 the art to look like a part of background (for example, a piece of broken glass in the shape of the state of Texas).

The freelance contract can be either on-site or remote, and if the candidates are really good, we might offer a retainer contract (renewed yearly), or full-time employment.

Please send your resume and online portfolio to [email protected], and make sure you state your availability and fee (hourly or per project).

Promising candidates will be given an art test (details to be given once candidates have been selected). I know that art tests bum people out, but this is a necessary evil--one I've learned from experience as both a freelancer and an art director to be indispensable--in particular for stylized projects. Realism has only one standard--to look real, but with stylized projects, sensibility is everything, and you can never tell if an artist can pull off a particular style until you test him (unless the artist in question has done other projects in a very similar style before, and that fact is demonstrated amply in his portfolio).
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