I wrote an article that contains tips for creating graphics for games and apps on the iPhone / iPod touch. I hope some of you find it useful. See: http://fairladymedia.com/node/10 Thanks, fairlady
Nice! I submitted this to Digg: http://digg.com/design/How_to_Create_Graphics_for_iPhone_iPod_touch_apps Hope that increases your article's visibility!
Hi, I'm a designer with Illustrator and Photoshop too, how did you get people asking you to make art for their game? Maybe you can promote me a little? (A)
I pick up work through word of mouth and my website and illustration portfolios at stock agencies (e.g. istockphoto and shutterstock). Here's another strategy: I haven't done this before, but I know of other graphic designers who contact iPhone developers when they see a new app posted in the App Store. Something like "Hi, I noticed you posted a game recently. If you need a graphic designer for future projects, I charge X and here is a link to my portfolio." Good luck!
Having a convincing online portfolio helps tremendously. What makes a convincing portfolio? That depends entirely on the size of the studio you're applying for and their particular needs. Larger studios can afford to look for specialized people, smaller studios appreciate more general skill sets. Personally, I can speak from the viewpoint of a small indie studio regarding the skills we'd look for (if we were recruiting... right now we're not): 1) Personality - indie games tend to rely on distinctive visual styles and character designs to stand out. We're much more likely to attempt something like Loco Roco or Castle Crashers as opposed to Gears of War. Having a signature style is good. (Look at Dan Paladin's stuff, he's so hot right now.) 2) Related to the above, cost efficiency. We don't need artists who show us portfolios full of detail-obsessed realism, since we could never afford to develop that kind of stuff (not that we'd even want to). If you're able to make simple look great, all the better. Samurai Jack is one of my all-time favourite references of how to stage massive events with minimum effort. 3) Again related to the above, forget about detail, but make sure your lighting is good! If you have a good eye for highlights, contrast and moods, we love you. 4) Show us dynamic and appealing characters: facial expressions, humorous poses. A normal-mapped character from Z-brush in an X-pose has zero value unless you can show him or her laughing reservedly from a bad joke or feeling ill from yesterday's chili burrito. (Yeah, if you do characters, be prepared to animate them in a small studio...) 5) An eye for palettes, framing and composition. (John K's blog is good stuff.) 6) Leave the scantily-clad, big-boobied elven sorceresses and the 3D dragons at the door. Instant disqualification Hope this helps. As said, this is only the viewpoint of one small studio.
Yeah, his stuff is great. Have you seen his article on Character Design? Here's the link: http://johnkstuff.blogspot.com/2007/08/character-design-primer.html Lots of great tips and examples...
I do concept and content art for Warfare Inc. The graphics for the game itself were designed in 2003 and was a port over to the Apple devices. We're not satisfied with stopping there. Expect all new game graphics in the future. Thanks for the comment, Sainter! I have the entire Ren & Stimpy DVD set. Plus a lot of extra content involving John K. Gotta love his perspective.
I guess when I start doing 3d and animation I'll have to use my first initial and full last name, since I am also John K. That's cool though, as my last name is more memorable anyway. Still, it is weird seeing that while wishing I was the John K you are all talking about. Someday... hopefully