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View Full Version : A couple questions for composers and artists


John_Colgrove
06-04-2006, 03:22 AM
Hi, I'm a developing musician who is looking to get into the art business as well. I guess my first question is, What do you freelance composers charge, on average, per project (You can tell that I've never developed a game before in my life), by the way, i'm learning to play the electronic keyboard.

My second question deals with art in general, would you guys play a game with terrible graphics (to start off with, until I got better), but had amazing game play? (I was thinking about doing a gladiator style game)

Sparks
06-04-2006, 09:46 AM
No.If it has terrible graphics, I find myself another similiar game with cool graphics or I skip the game.

Hotwire
06-04-2006, 09:50 AM
My second question deals with art in general, would you guys play a game with terrible graphics (to start off with, until I got better), but had amazing game play? (I was thinking about doing a gladiator style game)

Personally, I'd expect any game that looked bad to play bad and therefore skip it on first sight. I'd also expect my potential customers to do the same. I would recommend you wait and release the game when both your gameplay AND your art/graphics are sufficiently up to the level of similar titles you wish to 'compete' with. But good luck all around!

John_Colgrove
06-04-2006, 02:36 PM
thanks guys that helps out a lot, I'll probably have to hire an artist. Unless someone here can teach me how to shade pixel art. It's either that or I'll go into programming (which i'll have to pick a simpler game)

PoV
06-04-2006, 02:48 PM
My second question deals with art in general, would you guys play a game with terrible graphics (to start off with, until I got better), but had amazing game play?
"Amazing gameplay" is a thousand time rarer than good art. I wish people would stop falling back on gameplay as the one thing they can certainly do better than everyone else.

Christian
06-05-2006, 09:14 AM
If you want to learn how to make good art, come here www.conceptart.org , youll learn lots i assure you, good luck.

nikolas
06-05-2006, 09:20 AM
On your first question: It laregly depends on who you are dealing with. If you are dealing with a newborn company who is struggling to make the first game etc... you cannot charge too much. If on the other hand they have had a couple of games behind you may be better off.

There isn't an accurate ammount.

I personally try to charge a small percantage from the profits (so to keep me motivated to write good music, not that I wouldn't be it feels like a safety net for the developers usually), plus some money for every track I deliver. My excuse (and a very real one) is that I cannot wait a couple of years to start getting paid. I mean I have a house, a family (yes with two children), and I'm a pro composer, I depend on that.

John_Colgrove
06-05-2006, 02:29 PM
thanks nikolas, I figured someone would say that.
@ Christan, I'll check that out