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	<title>Comments on: How to Find Artist For Your Game Project</title>
	<atom:link href="http://www.gameproducer.net/2006/12/07/how-to-find-artist-for-your-game-project/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2006/12/07/how-to-find-artist-for-your-game-project/</link>
	<description>I&#039;m baking games. Indie style.</description>
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		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/12/07/how-to-find-artist-for-your-game-project/comment-page-1/#comment-24247</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Fri, 08 Dec 2006 07:22:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/12/07/how-to-find-artist-for-your-game-project/#comment-24247</guid>
		<description>@Charles: Yeh, there&#039;s plenty of skilled people in modding - and it&#039;s good to remember that many modder (artists) also visit these art forums...

@Dan: thanks for the link.

@Patrick: I was actually thinking whether to put conceptart.org or not, and since you mentioned it I decided to stick it in the entry. 

@Stephan: I could write another topic on how we did. In indie teams it seems to be more of an art rather than science... Here&#039;s 2 posts that you might find interesting: 
- &lt;a href=&#039;http://www.gameproducer.net/2006/02/18/team-member-contracts-profit-sharing/&#039;&gt;team member profit sharing&lt;/a&gt;
- &lt;a href=&#039;http://www.gameproducer.net/2006/03/14/dealing-with-legals-issues-when-releasing-your-game/&#039; rel=&quot;nofollow&quot;&gt;legal issues&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>@Charles: Yeh, there&#8217;s plenty of skilled people in modding &#8211; and it&#8217;s good to remember that many modder (artists) also visit these art forums&#8230;</p>
<p>@Dan: thanks for the link.</p>
<p>@Patrick: I was actually thinking whether to put conceptart.org or not, and since you mentioned it I decided to stick it in the entry. </p>
<p>@Stephan: I could write another topic on how we did. In indie teams it seems to be more of an art rather than science&#8230; Here&#8217;s 2 posts that you might find interesting:<br />
- <a href='http://www.gameproducer.net/2006/02/18/team-member-contracts-profit-sharing/'>team member profit sharing</a><br />
- <a href='http://www.gameproducer.net/2006/03/14/dealing-with-legals-issues-when-releasing-your-game/' rel="nofollow">legal issues</a></p>
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		<title>By: Stephan</title>
		<link>http://www.gameproducer.net/2006/12/07/how-to-find-artist-for-your-game-project/comment-page-1/#comment-24126</link>
		<dc:creator>Stephan</dc:creator>
		<pubDate>Thu, 07 Dec 2006 19:05:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/12/07/how-to-find-artist-for-your-game-project/#comment-24126</guid>
		<description>Nice post again ! =)

This is my first comment on your blog, but i can tell you that i&#039;ve read and found a lot of interesting information on your blog! Thanks you for sharing!

As you&#039;re talking about royalties, i would find interesting to have a post about that particular topic. How we can manage the cake ? How about the &quot;legal&quot; thing ? is thers contracts ? etc...

~S~</description>
		<content:encoded><![CDATA[<p>Nice post again ! =)</p>
<p>This is my first comment on your blog, but i can tell you that i&#8217;ve read and found a lot of interesting information on your blog! Thanks you for sharing!</p>
<p>As you&#8217;re talking about royalties, i would find interesting to have a post about that particular topic. How we can manage the cake ? How about the &#8220;legal&#8221; thing ? is thers contracts ? etc&#8230;</p>
<p>~S~</p>
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		<title>By: Patrick</title>
		<link>http://www.gameproducer.net/2006/12/07/how-to-find-artist-for-your-game-project/comment-page-1/#comment-24124</link>
		<dc:creator>Patrick</dc:creator>
		<pubDate>Thu, 07 Dec 2006 18:22:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/12/07/how-to-find-artist-for-your-game-project/#comment-24124</guid>
		<description>www.conceptart.org</description>
		<content:encoded><![CDATA[<p><a href="http://www.conceptart.org" rel="nofollow">http://www.conceptart.org</a></p>
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		<title>By: Dan</title>
		<link>http://www.gameproducer.net/2006/12/07/how-to-find-artist-for-your-game-project/comment-page-1/#comment-24075</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Thu, 07 Dec 2006 13:58:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/12/07/how-to-find-artist-for-your-game-project/#comment-24075</guid>
		<description>The best people hang out at www.cgempire.com; a great place to be for artists etc.

d</description>
		<content:encoded><![CDATA[<p>The best people hang out at <a href="http://www.cgempire.com" rel="nofollow">http://www.cgempire.com</a>; a great place to be for artists etc.</p>
<p>d</p>
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		<title>By: Charles</title>
		<link>http://www.gameproducer.net/2006/12/07/how-to-find-artist-for-your-game-project/comment-page-1/#comment-24054</link>
		<dc:creator>Charles</dc:creator>
		<pubDate>Thu, 07 Dec 2006 12:26:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/12/07/how-to-find-artist-for-your-game-project/#comment-24054</guid>
		<description>Nice post. I have gone through this numerous times myself. Itâ€™s a serious pain to find people sometimes. Other times, well, when it rains it pours.

Often times you gotta take what you can get. Free help is, well, free. Iâ€™ve never paid for help before. Always been able to find guys who a) thought the project was fantastic and wanted to contribute and b) wanted experience modeling, programming, etc.

The problem with that is quality of work which is either a) low b) incredibly low and c) super uber unbelievably low

OR

The quality of work is very good if not great but they a) stick around for a week and then you never see them again b) stick around the whole time and never do anything.

Thank god weâ€™ve avoided these in our latest game

As for having large teamsâ€¦Christ let me tell you. My very first project, I think I was 17 years old, we had at one time 39 people working remotely. I didnâ€™t know what to do. Trying to manage that was a fracking nightmare and I have to admit that I didnâ€™t do that great of a job of it. 100% of my time was spent emailing, posting on our forum, looking for people in IRC etc just to find out if they did what was promised or assigned. Almost 100% of the time the answer was â€œnot yet.â€

That was almost ten years ago and I hope I learned something ;)

If I may, Iâ€™d like to add something about finding artistic talent if you donâ€™t have a lot, or any, of cash on hand for hiring contract artists.

If your game belongs in a specific genre, try looking for 3d modeling communities that cater to that kind of art. For example if you need military meshes (soldiers, vehicles, weapons etc) look for special communities based around that. www.military-meshes.com works. As for sci-fi, try a scifi art community like www.scifi-meshes.com if you need anything futuristic. Both of their forums have an artist request section and donâ€™t demand payment for work if you post for help unlike some forums.

And donâ€™t count out mod makers. Some of the most talented men Iâ€™ve worked with came from mods. These guys are generally younger (which means less time available) but desperately want to get into the industry. Offering these guys a little bit of money will buy you a lot of motivation on their part because otherwise they are working for free.</description>
		<content:encoded><![CDATA[<p>Nice post. I have gone through this numerous times myself. Itâ€™s a serious pain to find people sometimes. Other times, well, when it rains it pours.</p>
<p>Often times you gotta take what you can get. Free help is, well, free. Iâ€™ve never paid for help before. Always been able to find guys who a) thought the project was fantastic and wanted to contribute and b) wanted experience modeling, programming, etc.</p>
<p>The problem with that is quality of work which is either a) low b) incredibly low and c) super uber unbelievably low</p>
<p>OR</p>
<p>The quality of work is very good if not great but they a) stick around for a week and then you never see them again b) stick around the whole time and never do anything.</p>
<p>Thank god weâ€™ve avoided these in our latest game</p>
<p>As for having large teamsâ€¦Christ let me tell you. My very first project, I think I was 17 years old, we had at one time 39 people working remotely. I didnâ€™t know what to do. Trying to manage that was a fracking nightmare and I have to admit that I didnâ€™t do that great of a job of it. 100% of my time was spent emailing, posting on our forum, looking for people in IRC etc just to find out if they did what was promised or assigned. Almost 100% of the time the answer was â€œnot yet.â€</p>
<p>That was almost ten years ago and I hope I learned something ;)</p>
<p>If I may, Iâ€™d like to add something about finding artistic talent if you donâ€™t have a lot, or any, of cash on hand for hiring contract artists.</p>
<p>If your game belongs in a specific genre, try looking for 3d modeling communities that cater to that kind of art. For example if you need military meshes (soldiers, vehicles, weapons etc) look for special communities based around that. <a href="http://www.military-meshes.com" rel="nofollow">http://www.military-meshes.com</a> works. As for sci-fi, try a scifi art community like <a href="http://www.scifi-meshes.com" rel="nofollow">http://www.scifi-meshes.com</a> if you need anything futuristic. Both of their forums have an artist request section and donâ€™t demand payment for work if you post for help unlike some forums.</p>
<p>And donâ€™t count out mod makers. Some of the most talented men Iâ€™ve worked with came from mods. These guys are generally younger (which means less time available) but desperately want to get into the industry. Offering these guys a little bit of money will buy you a lot of motivation on their part because otherwise they are working for free.</p>
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