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Gaming > Development Art > Re: Question ab...
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Re: Question about pay per piece models

by Dan Lingman <dlingman@[EMAIL PROTECTED] > Dec 28, 2006 at 03:31 PM

Tom Plunket <gamedev@[EMAIL PROTECTED]
> wrote in
news:8u28p2l29us4fga463pvc12bbmh8udvu52@[EMAIL PROTECTED]
 

> Dan Lingman wrote:
> 
>> To be honest, my concern is not ripping them off.  I figure I'll look
>> at their ****tfolios, and based on what I see there, ask a few of them
>> to produce samples of several things, with certain constraints.
> 
> There's also the op****tunity for you to define what you want to get as
> specifically as possible, and send it to your "candidates" for a bid.
> The more specifically you define what you want, the more easily
> someone can judge exactly what they have to do.  Concept art is a good
> addition here.  Mind that you'll also want to define the dates you
> need them by and the formats you need them in.

Excellent tips.  I'll probably start by looking at their ****tfolios, and 
go with the ones who seem to do stuff that looks like what I want.  My 
problem is that I suck at art, so drawing decent sketches of what I am 
looking for is going to be a bit rough.  The good thing about spreading 
the work amongst multiple people, is that I will get things that look 
different, which helps when defining a multi-race space combat game.
> 
>> Given that these are not yet professionals (but that want to be),
>> what would you think a reasonable fee for making a 50-100 polygon
>> missile, or a 500-1000 polygon ****p would be, (no texturing, just
>> wireframe). 
> 
> I can't make these sorts of judgements for you.  A 50-100 polygon
> missile I could probably do my(programmer)self in 3D Studio in about
> 20 minutes.  The ****p would take quite a bit longer but getting
> untextured models will be quite a bit cheaper than getting them with
> textures, since the textures are where most of the detail comes from.

That's what I figured as well.  I've mucked around with 3DS 8 a bit, but 
that is not really my strong point - my time is much better spent on 
game/program design and implementation.

> 
>> [I] don't want to either overbid (and run out of cash), or underbid,
>> and lead to starving students wating catfood in an attempt to get
>> their names on a commercial game.
> 
> Well, only you know your budget.  There's also the option of
> "back-end", which many students and entry-level folks may be
> interested in, but that increases the amount of paperwork you'll need
> to do.  How much of the sale price of the product do they get, and
> under what cir***stances do they lose their shares, etc.
> 

That's a road I don't want to go down.  I feel much better about paying 
up front for art assets, rather than trying to manage the paper trail 
that would come after.  As well, there are dozens (or hundreds) of 
projects out there that are on a "you'll get paid when we start raking in 
cash, honest" basis, and most of them never see the light of day.  While 
I do plan on making money off of this, having people working, then 
waiting for me to work before they get any compensation for their effort 
just seems wrong.

Cheers, and thanks for the continuing discussion.

Dan
 




 5 Posts in Topic:
Question about pay per piece models
Dan Lingman <dlingman@  2006-12-26 17:45:46 
Re: Question about pay per piece models
Tom Plunket <gamedev@[  2006-12-26 16:33:54 
Re: Question about pay per piece models
Dan Lingman <dlingman@  2006-12-26 22:10:58 
Re: Question about pay per piece models
Tom Plunket <gamedev@[  2006-12-28 10:31:16 
Re: Question about pay per piece models
Dan Lingman <dlingman@  2006-12-28 15:31:27 

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