3D artist LFG for the jam.
https://www.deviantart.com/serbus/gallery
Style will most likely be simple and low poly like this: https://www.deviantart.com/serbus/art/Fox-920344943
I can also do 2D vector art if that's preferred.
3D artist LFG for the jam.
https://www.deviantart.com/serbus/gallery
Style will most likely be simple and low poly like this: https://www.deviantart.com/serbus/art/Fox-920344943
I can also do 2D vector art if that's preferred.
As a general rule of thumb, if you advertise to 1000 people, 50 might play it, 5 might purchase an in-game item, and .05 may stick around long enough to become a whale.
So ultimately if you want any sort of play conversions you'll want to start building a community surrounding the game while you're in development. You'll need to be able to publish updates to as many social media platforms as possible (I'd suggest using a management app like "If This Then That"). Stick to a social media schedule, posting at least twice weekly and at most 3 times in a single day. You'll need at least one team member who's really active with the public and has amazing charisma. Hype, hype, hype! And you'll need several ways to support the cost of development: monetizing twitch and youtube channels, regularly creating products that people can purchase (accidentally make a funny joke on twitch? sell t-shirts), sell your code and assets on several marketplaces as you go along, do promotional exchanges with other development teams.
Once the game is out, promote in-game purchases and DLC. Keep the scope of your first 10 games really small so their revolving income can support your more expensive and complex games. Expect income from most games to sputter out after 2-5 years. Also, research the type of game that you're trying to build before writing any code or doing any concept art. Is it popular right now? What were the top 10 grossing games in that genre? What were the bottom 10 grossing games in that genre? Look up google keyword data and see when people search for specific words during specific times of the year. Plan to release your game when the best keywords are most often searched. Commit a percentage of all income to advertisement. Do promotions and ads when keywords are most likely to be searched. I could go on, but at some point this becomes a TED talk.
I'm looking to do either 3D or 2D art for a 6 month project. I'm also up for short game jams. Profit share is ok if you have completed Design Documents and a marketing plan, or previous experience publishing. I use Unity and Perforce or TortoiseSVN, but I can deal with Git or Collaborate if necessary.
I mostly do low poly, brightly colored art, paintings, etc. https://www.deviantart.com/serbus/gallery/all
My Cord of the Dis: Teshia#0629
Hello, I'm a 3D artist looking to join a team that's already in progress for this jam. I focus on organic modeling and can do about 5 models with rigs and animation in the time remaining. I've been a freelance artist for 16 years, working off and on in the game industry as an outsourcer, GAD writer, and team lead. I have a BS in Game Art and Design.
You can see other games I've worked on here: https://serbus.itch.io/
You can see some of my game art here: https://www.deviantart.com/serbus/gallery/53010426/game-design-art
You can contact me here or on Discord @Teshia#0629
I love the gameplay and the challenge. It's visually stimulating and really fun. Only thing is there seem to be a few barriers which I cannot pass no matter how many arrows I throw at it, regardless whether I have the upgrade or not. Unfortunately this means I can't play very far into the game. If this gets balanced I would love to be able to play this game again. It was very well done!
Pocket sized means anything that can fit in a pocket or smaller. Examples: in Men In Black there is a galaxy inside a marble, Alice in Wonderland eats a mushroom and gets smaller to fit through a key hole, Hank from "Ant Man" uses a tiny and portable lab to protect his research, Ant Man throws a PEZ dispenser from his pocket at pursuing badguys.