Advertisement

Contracting game art

Started by December 21, 2007 10:14 AM
8 comments, last by CoffeeShark 17 years ago
Hello I'm in the planning phase of my game project. The budget is going to be small (i.e. money comming out of my pocket) so that puts some limitation on the game content. The game I'm planning is going to be pretty basic with a model for the player and a few more for various game elements. I have slight experience with modelling and I think I can get some stuff done. However, I'm planning on having a number of cinematic cut-scenes and I have no idea if this is possible for me to do by myself. If I where to contract some visual arts in the game what should I expect it to cost me? I just need a rough idea of the price-range for different game arts such as models and cinematics. Thanks /Opwiz

www.marklightforunity.com | MarkLight: Markup Extension Framework for Unity

Don't do cinematics. Why do you think you need them?
-------------www.robg3d.com
Advertisement
Quote: Original post by Professor420
Don't do cinematics. Why do you think you need them?


I want an intro cinematic enhance the game feel by setting a mood and introducing a basic storyline. I also want short cinematics between levels to make the transition a bit more smooth. I think that cinematics can distract from the game and most are just horrible - dull and uninspiring. What are your objections? I don't mind discussing the use of cinematics as I'm not 100% sure myself if it is a good idea.

www.marklightforunity.com | MarkLight: Markup Extension Framework for Unity

Quote: Original post by Opwiz
Quote: Original post by Professor420
Don't do cinematics. Why do you think you need them?


I want an intro cinematic enhance the game feel by setting a mood and introducing a basic storyline. I also want short cinematics between levels to make the transition a bit more smooth. I think that cinematics can distract from the game and most are just horrible - dull and uninspiring. What are your objections? I don't mind discussing the use of cinematics as I'm not 100% sure myself if it is a good idea.

Generally, in an indie game cinematics are more so just unneeded fluff. I'd contract artist's for more crucial roles, such as character and environment work, and then leave cinematics for last. This way you get the important stuff done first, and then only when you have the game pretty much complete, you can decide if you have time for extra cinema fluff.

-------------------------Only a fool claims himself an expert
Quote: Original post by Jarrod1937
Generally, in an indie game cinematics are more so just unneeded fluff. I'd contract artist's for more crucial roles, such as character and environment work, and then leave cinematics for last. This way you get the important stuff done first, and then only when you have the game pretty much complete, you can decide if you have time for extra cinema fluff.


I agree. The cinematics are a pretty low priority feature and I will leave it for last. I like to entertain the idea though. I'm just not sure how much work goes into making cinematics and wonder if someone knows. I'm also entertaining the idea of hiring contractors and want some idea of how much it will cost.

www.marklightforunity.com | MarkLight: Markup Extension Framework for Unity

Cinematics, as jarrod said, are just fluff. They add nothing to the game, and to get good cinematics, you need good artists, which will require money if you want to get your game completed in a reasonable time. Artists' time and your money are much better spent on things that actually contribute to the game rather than the fluff only well-funded studios engage in. Don't do cinematics.

To answer your last question: a ton of work. Almost entirely unrelated to the game content, so it is wasted.

Your best bet is to make in-game cinematics and render them out to videos.
-------------www.robg3d.com
Advertisement
If you just want to tie the levels together, do yourself a favor and play Sonic & Knuckles for the Genesis. Each level has a short, simple cutscene that ties it to the next one. For example, after completing the forest level, there's a siren and a huge airship flies by; Sonic leaps on, and then you start the next level at the bottom of the airship. After the airship level, you fall off and land in a desert, starting the desert level. That leads to a pyramid, and the bottom of the pyramid connects to a lava cavern. And so on.

Very short (5-10 seconds each), very simple (no dialog, no extra animations, not even any special sound effects), and very effective at getting rid of the "I'm just playing a bunch of totally disjointed levels" feeling that you got in e.g. Sonic 2.
Jetblade: an open-source 2D platforming game in the style of Metroid and Castlevania, with procedurally-generated levels
Quote: Original post by Derakon
If you just want to tie the levels together, do yourself a favor and play Sonic & Knuckles for the Genesis. Each level has a short, simple cutscene that ties it to the next one.


I will check it out. Short and simple cutscenes is what I had in mind. Also, just to clarify, I consider cutscenes and in-game videos cinematics.

Quote: Original post by Professor420
Cinematics, as jarrod said, are just fluff. They add nothing to the game ..


I don't agree that cinematics do not add anything to a game. I think they can add something. Perhaps not enough much of the time to be worth the effort but I think there are plenty games out there that would be less good without the cinematics. Games with excellent cinematics that come to mind are Starcraft, Flashback, Another World, Final Fantasy 7 and Simon the Sorcerer.

www.marklightforunity.com | MarkLight: Markup Extension Framework for Unity

A cheap though effective way of adding transitions between levels, acts, etc. Is just to display a series of images either comic strips like max payne, or even regular animated images possibly in combination with some narration. Or instead you could do something like GTA III+, Final Fantasy X, etc. and just have cut scenes, using the regular game models, environments and etc. All they essentially do is stick up black borders on the bottom and top of the screen to give it that "wide-screen" cinematic feel.
Hi Opwiz,

I don't know what the competition charges, but we charge about 80 USD per model, mainly depending on detail. We've done them for 30 as well, but also for over a 100. If you're interested, please check out our Sticky topic right here on GameDev. It's full of info, examples of our work and contact details.

Also I would not do cutscenes at this time if I was you. Maybe when you're budget is a bit bigger, but not as of this time. You should follow fuchi's advice if you want a transition between levels. I think his idea is great, and it's a lot cheaper than having cutscenes made.

-Dennis
-CoffeeShark.nl

This topic is closed to new replies.

Advertisement