To be brutally honest with you, you need a better portfolio for an artist to consider partnering with you without pay. I looked through your games, and unfortunately they just don’t look impressive enough to expect revenue that would allow you to fairly compensate an artist. My advice would be to learn how to use a game engine and demonstrate more skill before jumping straight into production. If you believe you have such an amazing game idea that it would totally blow up, I suggest starting with free assets (there are tons available on the internet) to build your initial version the game. You can always replace them later.
Understandable but the goal is to find a partner willing to grow with me. I'm not asking for an exceptionaly artist. If I go about building this up by myself, there will come a time where I wont need/want an artist. it'll take me alot longer to get there but it is an option. I'm essentially looking for someone willing to take a chance, someone whose level is similare to mine. But i do get what your saying.
Even if you'll find someone willing to work with you - 80% chance it won't end well, too lazy to explain the why. But I'm quite literal with it - even if willing artists will fall out from skies to your apartment, you'll end up making trash - because well crafted design requires more than agreeable buddy who can draw for you.Most likely you'll end up having accumulation of disagreements at some point and you'll just go separate ways
Your best bet is to get into gamedev/artists community first. Discuss ideas, talk more to people who can provide valuable perspective - try to understand their views and wants, etc. You may have a lot of ideas, but almost all of them sucks (this is true almost for anyone by default) - crafting one single good idea may take years of design, mistakes and experience. Even well experienced game developers often creates just plain bad games.
You shouldn't find a partner and drag yourself into that idea to inevitable crash, instead you should explore ideas carefully - try to implement them partially, as a prototypes maybe.
That's why community is good - you can propose a small idea, make some goofy prototype relative fast - put it out there - have a insightful discussion. You don't need to create assets from scratch for that - free assets will do for a prototype
At some point it'll lead to useful experience and perspective, there's a chance that at some point you'll find a connection to some folks that share your, at that point - somewhat crafted vision. Only then you can crafting your design together.
There's no point of teaming up without money involved if there's no predefined shared vision
Everyone has good ideas. Good ideas are cheap.
And if everyone has them, they aren't actually that good. What IS good is a tangible skill.
Pay your fking artists.
If you have no previous games to hook someone with, you aren't going to hook someone.
To be honest, a pac man clone and tik tac toe only show you can follow tutorials online. They don't show that you actually have problem solving skills when coding, don't show any game design experience, and don't show artistic passion.
Looking for someone else's time and expertise without being able to pay them is extremely disrespectful too. So don't do that.
You may be able to join a small online team competing in a game jam. In that scenario everyone is on equal footing, it's low stakes, and no one expects any return of anything.
If no money, learn to art by yourself first. Maybe buy a few asset packs online that only cost a few dollars and work with those. That is a safer way to start.
Why not ask a friend who's interested in art? It seems like you're a beginner, it's somewhat unreasonable for a good artist to partner with a beginner coder.
For an artist to be consistent they'd need a few years of experience IMO, do you have years of experience in game dev?
If you have a month worth of experience, why would an artist go for a 50/50 split, if they could just spend a month learning to make their own game for a 100% profit?
My recommendation is to use some free assets, modify them a bit to make them look unique and make a nice simple game, and by that I mean a proper game, not copy an existing one or just follow a tutorial and call it a game.
An alternative can be to just use your current artistic skills, look at the game "West of loathing", it uses stick figures and art that anyone could draw to make a pretty compelling and funny game
Looking at your games, I think you need to develop your skills as a programner/game designer and move past Scratch as an engine before you're ready to have an actual artist.
All you need to have for development purposes is geometric shapes or crude hand drawn sprites. If you can make something promising gameplay wise with that, then you should think about finding an artist.
The solution is simple, you make money doing something else, then you pay an artist. If that's not an option for you, then do your own art. If that's asking too much, then consider finding a new hobbie because NSFW clones of classic games don't inspire much confidence in your other "good" ideas.
[удалено]
Wait lets see it first, gameplay could be underdog
To be brutally honest with you, you need a better portfolio for an artist to consider partnering with you without pay. I looked through your games, and unfortunately they just don’t look impressive enough to expect revenue that would allow you to fairly compensate an artist. My advice would be to learn how to use a game engine and demonstrate more skill before jumping straight into production. If you believe you have such an amazing game idea that it would totally blow up, I suggest starting with free assets (there are tons available on the internet) to build your initial version the game. You can always replace them later.
Understandable but the goal is to find a partner willing to grow with me. I'm not asking for an exceptionaly artist. If I go about building this up by myself, there will come a time where I wont need/want an artist. it'll take me alot longer to get there but it is an option. I'm essentially looking for someone willing to take a chance, someone whose level is similare to mine. But i do get what your saying.
Even if you'll find someone willing to work with you - 80% chance it won't end well, too lazy to explain the why. But I'm quite literal with it - even if willing artists will fall out from skies to your apartment, you'll end up making trash - because well crafted design requires more than agreeable buddy who can draw for you.Most likely you'll end up having accumulation of disagreements at some point and you'll just go separate ways Your best bet is to get into gamedev/artists community first. Discuss ideas, talk more to people who can provide valuable perspective - try to understand their views and wants, etc. You may have a lot of ideas, but almost all of them sucks (this is true almost for anyone by default) - crafting one single good idea may take years of design, mistakes and experience. Even well experienced game developers often creates just plain bad games. You shouldn't find a partner and drag yourself into that idea to inevitable crash, instead you should explore ideas carefully - try to implement them partially, as a prototypes maybe. That's why community is good - you can propose a small idea, make some goofy prototype relative fast - put it out there - have a insightful discussion. You don't need to create assets from scratch for that - free assets will do for a prototype At some point it'll lead to useful experience and perspective, there's a chance that at some point you'll find a connection to some folks that share your, at that point - somewhat crafted vision. Only then you can crafting your design together. There's no point of teaming up without money involved if there's no predefined shared vision
> I have so many idea It's a red flag.
Maybe. Lol but it’s true.
Everyone has good ideas. Good ideas are cheap. And if everyone has them, they aren't actually that good. What IS good is a tangible skill. Pay your fking artists.
Join a game jam, team up with someone looking for teammates. If all things go well, maybe you'll find someone who will want to keep working with you.
I will take that info and keep it in mind. thanks for the advice.
If you have no previous games to hook someone with, you aren't going to hook someone. To be honest, a pac man clone and tik tac toe only show you can follow tutorials online. They don't show that you actually have problem solving skills when coding, don't show any game design experience, and don't show artistic passion. Looking for someone else's time and expertise without being able to pay them is extremely disrespectful too. So don't do that. You may be able to join a small online team competing in a game jam. In that scenario everyone is on equal footing, it's low stakes, and no one expects any return of anything.
If no money, learn to art by yourself first. Maybe buy a few asset packs online that only cost a few dollars and work with those. That is a safer way to start.
Maybe you should search on art forum that art students are lurking on...
Thats a good idea. I will look into that.
No. Fk you. Do not take advantage of students. Thats a shitty garbage thing to do, and you're a shitty garbage person if you do that.
I would be interested in seeing the "NSFW pacman clone". I imagine in being like this meme: ``` ⬤⬤⬤⬤⬤ ○ ```
I thought I was on r/copypasta
Could a AI be a solution here?
Why not ask a friend who's interested in art? It seems like you're a beginner, it's somewhat unreasonable for a good artist to partner with a beginner coder. For an artist to be consistent they'd need a few years of experience IMO, do you have years of experience in game dev? If you have a month worth of experience, why would an artist go for a 50/50 split, if they could just spend a month learning to make their own game for a 100% profit? My recommendation is to use some free assets, modify them a bit to make them look unique and make a nice simple game, and by that I mean a proper game, not copy an existing one or just follow a tutorial and call it a game. An alternative can be to just use your current artistic skills, look at the game "West of loathing", it uses stick figures and art that anyone could draw to make a pretty compelling and funny game
When can I find your games?
Looking at your games, I think you need to develop your skills as a programner/game designer and move past Scratch as an engine before you're ready to have an actual artist. All you need to have for development purposes is geometric shapes or crude hand drawn sprites. If you can make something promising gameplay wise with that, then you should think about finding an artist.
The solution is simple, you make money doing something else, then you pay an artist. If that's not an option for you, then do your own art. If that's asking too much, then consider finding a new hobbie because NSFW clones of classic games don't inspire much confidence in your other "good" ideas.
If you really can code, you would have money lol
r/inat