ganatbasa said:
Is this true and something to keep in mind when improving my own skills, or were they just creating a needless fear?
The issue is finding high-quality artists to work for free to make your vision.
If you want them to work for free, (1) they'll be of lesser quality, which is often fine, especially for your first few projects, and (2) they'll often want to share creative control of the project.
For example, if you are bringing “programming” as your skillset, and they are bringing “art skills” as theirs, why would they bring their talent only for you to control all the fun game design decision-making?
There is not any lack of artists out there. There are tens of thousands of skilled ones, and hundreds of thousands of decent-enough ones.
But you gotta ask yourself, what do artists themselves want from a project? It ends up being alot of the same things you yourself may want:
- Money
- Interesting project to work on
- Clear focus and direction
- Equally skilled teammates (i.e. don't expect top-class artists to work for free for programmers only in their first half-dozen years of learning how to code)
- An opportunity to help steer it creatively (not just “give suggestions” that may be ignored)
Basically, you can't just be “the idea guy” and expect others to do labor for you for free. Nor can you begin projects and expect others to jump onboard on day one. Almost everyone has been burned dozens of times by joining projects that never go anywhere, so people (including artists) want to see that your project is already very far along development before contributing free labor, if at all.
But here's the reason why this shouldn't bother you:
- For the first few projects you make, you don't need quality art anyway. It's not going to impede your projects at all. If a game is great, people don't care how bad the art is. And if you're just learning, it doesn't harm anything to use bad art.
- There are tens of thousands of free art assets artists have made available for anyone to use. It isn't all of the same art style, but you can find enough free things to get your projects through the early stages of development.
- As you get better in programming, you'll learn techniques for how to make your game generate some of your art for you. (this can be difficult, though. Expect to put two or three years into your programming journey before you start walking down that route)
- If you start making a project that is genuinely really truly interesting and far along in development, artists will often offer to join your team. (making a game that good is highly unlikely to happen for your first few projects though)
- If you start making a project that is genuinely commercial-worthy, gamers will pay you money with early-access and crowdfunding, allowing you to hire artists. (again, highly unlikely for your first few projects)