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(+1)

also, you might not be looking to hire, but what about voulnteers? :P

(+5)

We don't feel like it would be appropriate to accept volunteer work on this kind of project. Ideally, we want to pay anyone who works with us :)

(+2)

Well, playtesters usually aren't paid - the ones who are are QA, not testers aha, so that's always an option if you need some extra help :D

(+1)

The question is, can anyone even mimic an arstyle I wonder >_>

artists working together on a game doesn't mean "mimicking" the original's style, it's about working together on each others strengths and weaknesses. If that's what you're on about

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Actually that is mimicking, but there's nothing wrong with that, since mimicking artstyles is actually one of the largest things anyone would ask for from a person since they can adjust easily. I would even dare say, I respect mimicking artists because of their prowess at it.

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Yes. Working in a variety of styles and mimicking pre-established styles is a very useful, but underappreciated, skill as a game artist. Some artists have more aptitude for it than others, but like any other art skill, it's something one can learn through careful practice.

While, as skylarkblue1 said, art directors aim to have each artist fill a role according to their strengths without the need for mimicry, it's also not uncommon for games, especially 2D games, to have their look driven by one artist early on, and to require more artists to continue in that style because the original artist can't complete the work quickly enough or has left. While mimicry is rarely perfect, a skilled artist can get close enough that players won't even suspect that multiple artists were involved. This kind of mimicry is probably involved in more games than you might think, especially among visual novels and portrait-heavy RPGs.

Yeah I completely agree, I would even dare say I'd like to talk with a person who can mimic artstyles proficiently than someone who is talented at artstyles/