affordable art studio - Mighty Vertex

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Post » Wed Mar 04, 2015 9:15 am

Message: MVG can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
ArtOutsourcing.jpg


Need affordable, quality, timely art?

http://www.mightyvertex.com

We're a small studio, with over ten years of experience. We do a lot of work with indies.
We can do anything from pixel art to next-gen 3d, but we're particularly specialized in mobile art assets, which are great for Construct games, so pretty much whatever you could possibly need.
We also work with a lot of kickstarter projects, so if you have a mind to do crowdsourcing, we can definitely help with that! Give us a shout, and we'll help guarantee your budget, and give you some advice.

biz at mightyvertex.com

Please don't hesitate to ask if you have any questions. Even if you're unsure, we're glad to give a quote.
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Post » Thu Mar 12, 2015 1:23 am

Q: Is there any Minimum amount?

Technically, no, there's no minimum. But for very small amounts of art (like one character instead of a set of characters for a game), a lot of the work is in communicating the project requirements, and for the artist to become familiar with the style.

This is more the case for 3d than 2d (which is less technical, usually), but volume discount in art functions on the principle that it takes a little time (and thus money) to get started on a project. Once you get going, you can make additional art assets of the same style and with the same basic requirements much faster (much cheaper).
Three or four characters cost less per character than a single character because of that.

The best case is if there's enough art for an artist to spend a few days on it, which saves a lot of time, and lets them get into the groove without being interrupted to switch projects. This makes artists happy. :)

If your whole game is done with programmer art, or free art assets, and you want to replace all of the art for your game quick to publish it, outsourcing is perfect for that.
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Post » Wed Mar 18, 2015 6:37 am

@MVG

Just checked your site out completely, how much would it cost for 8-bit art using the NES colour palette?
E.g 1 Player character with about 20 animations, anywhere between 1 and 6 frames. Roughly 18x32 size.

EDIT: If I like the designs, will most likely order more artwork. Can provide a lot more details.
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Post » Wed Mar 18, 2015 11:10 am

@Nesteris
Thanks for the question!
Are you talking side-scroller kind of sprite here? And what quality/detail level? Humanoid, or creature of some kind? (creatures are much cheaper), and what degree of stylization? If you can post a reference, that can help a lot.

There are usually three components to cost here:
1. Concept 2. 'Base' 3. 'editing'

1. The Concept:
This can be done in a sketch or in pixel art (although usually this stage is done as a sketch first)
This can take a while, or be pretty quick, depending on how particular you are about the character. If it's a main character, sometimes there are a lot of revisions, and those cost more because it takes more time.
Then if it's a sketch, it needs to be translated into pixel art. If you already have a concept, then that's easier (a picture says a thousand words), and that can be converted straight into pixel art if it's clear.
This can cost anywhere from $25 - $250 (or maybe more if you need really finished poster/cover art to show- that can be good for a Kickstarter) depending on the character, how many revisions to get the look *just right*, etc.

2. The 'Base':
This is where the animations are done first ideally, roughing out all of the frames, anatomy, etc.
You have a lot of animations (animations are the most expensive thing in 2d art: I recommend skeletal animation for cost savings if your game concept can handle it).
If you just need one character, it would be done with that one's colors, but is easily changed later.
If you need more characters, or if they have equipment, it's usually better to make a "naked" base.
This can be reused (with editing) for all of your characters that have similar animations and basic body shape. E.g. it's easy to use one base for all of the human characters in a game much of the time. Sometimes there are a couple added animations per character, but a lot of it is the same (running, jumping, falling, etc.).
This is the most expensive thing. Totally depends on the detail of the characters and animations. For what you want, it could be $200 - $1,000 (depending on if we're talking about some round kirby-like thing, or a very detailed human with predominately six frame animations)

3. Editing
If you need further characters, we can edit the prior character base. As little as $5 or as much as completely redoing the character, depending on how different it is.
If you just need colors switched around, that's really easy.
A gender change is a little harder, and might be $100 to a full new base, depending on how elaborate the base animations are, and the degree of dimorphism (like old school barbarian/maiden differences). Major add-ons like long hair or cape are a little harder to animate in too.

Without knowing more, I can just narrow it down to something in the range of $225 - $1,250 probably.
Simpler characters with more stylization are cheaper. NES vs. SNES colors isn't a big difference (makes some things harder if you want a detailed character).
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Post » Wed Mar 18, 2015 11:39 am

HUD.png


My character looks like that.

I have around 15 animations which would need to change the legs only,

the rest 5 or so animations would need to be done from scratch.
These animations would be things like a spinning jump animation that's around 6 frames long. Maybe some animations of the character hanging on a ledge, one frame each.

And I have a front idle animation that needs to be designed at the legs and left arm.
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Post » Thu Mar 19, 2015 1:39 am

@Nesteris
Looks cool. Sort of metroid/megaman?

Being human with limbs makes it more complicated, but having to only animate half the body for 15 animations helps a lot.
The total would be around $500 (averaging $25 per animation), assuming the average is 3 or 4 frames (as long as almost all of them aren't six frames), if there are more low-frame animations than expected, the price could be less.
We could start next week and finish the following week if that sounds OK.

If you want to go ahead, please e-mail biz at mightyvertex.com with the assets and full animation list (each one specifying number of frames if possible), we'll send you payment details for deposit. We can start mid next week after we go over details and make sure we understand the requirements for all of the animations.
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Post » Thu Mar 19, 2015 2:06 pm

@MVG

More like Metroid! Is it too close to the original NES Metroid?
Thanks for the quote. I'm afraid I won't be able to afford your services at this time since I don't have enough money.

Any idea how much it would cost to make
  • roughly 20 separate enemy characters all with at least 1-4 animations and 1-4 frames per animation.
  • 3 Boss characters with 2-3 animations, 4 frames each, size 16x32 to 32x64.
  • 12, 16x16 items with 3-4 frames, one animation per item.
Along with the character? Just wondering for a full quote so I know how much to ask when I eventually make a kickstarter.

However as development of my game continues I will try a kickstarter and if I get the funds I need I will probably look at hiring you to do the full art for the game.
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Post » Fri Mar 20, 2015 6:00 am

@Nesteris

That's a lot of enemies. If you can reduce the number and change their colors for alt enemies instead, or just do some small tweaks to some, you could save some money (that may or may not be compatible with your design goals, just a suggestion).
If they're relatively simple, but unique, I'd budget about $3,500 for everything. But, if you get close to doing a Kickstarter, please send an e-mail with more exact details for a more precise quote.

This is a tricky genre to Kickstart, since there are a lot of free options (Action Sidescroller). I'd love to hear your elevator pitch, maybe I can offer some suggestions that will help. The most helpful thing is probably a well articulated gimmick or design innovation that sets it apart.
Looks good so far, I hope this does well.
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Post » Thu Apr 23, 2015 6:20 pm

We posted a new article about Kickstarters here, on our articles page:

http://www.mightyvertex.com/Articles.ht ... tarter_art

It outlines what kind of project and evidence we'd need to see to be able to help by providing some limited up-front free (paid after funding) art for your project.
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