How I got art for my game, part 2.

art2header How I got art for my game, part 2.

With a concept artist in tow, it was time to get some in-game art.

I’ve always been a huge fan of pixel art, and not just due to nostalgia. I really like the style and its use of colours and textures, and its overall ability to convey visual information. To put it simply, I think it’s charming, and it would’ve made a great fit for Tribes of Mexica.

Over the span of the last decade, I’ve worked with about a dozen pixel artists at two professional game companies, and met countless others while pursuing hobbyist projects. I even enjoyed my own time with DPaint; I was decent enough with tilesets, but horrible at animations. Unfortunately, all these artists were either too busy or were working under non-competitive clauses that prevented them from helping me out.

As such, I had to find someone new for the job.

sbcollection How I got art for my game, part 2.

A group of 2D games that were never meant to be. The above list contains mocked-up screenshots from various pitches we worked on at my last company (art by Eric Vedder, Ben Henry and Joe Pendon).

Before that could happen, though, I was determined to tick off a few goals that would hopefully aid me in my search. First, I wanted to hire a concept artist to do some work that would serve as a reference and a token of my dedication to the project. Next, I wanted to code a “tech demo” that would not only be tangible proof of ToM, but would also help me figure out some of the art requirements (such as dimensions and animations). I also wanted to get a single music track for the demo and make a video out of it as it’d be a useful tool for showing off the game.

Finally, I needed to do some research.

One of the reasons I thought pixel art would be a good fit for ToM were the sizes of the in-game entities. They ranged from 36×36 all the way to 200×200, making them very suitable for pixel art. However, the backgrounds weren’t. My prototype ran at a 1280×720 resolution, which was huge even without any scrolling. I certainly didn’t need a tilemap, but this would still be a potential problem. I discussed it with some artists I knew, though, and they assured me that it was easy enough to draw and scale a background, and then paint over it with a somewhat limited palette while avoiding smooth gradients, blotchy brush strokes and anti-aliasing. This would give the background a somewhat pixelated look that would blend in fairly well with the entities.

With all that out of the way, I posted a job ad on the Pixelation, Pixel Joint and IndieGamer forums.

My initial request consisted of the following:

  • 4 backgrounds, 1740×720, with some decorative objects that could be moved around.
  • One “unit” type consisting of 16 angles. Well, 9 angles, really, as the other 7 could be flipped/mirrored without any extra work. Each angle would contain 4 animations, 2 of them single frames, and the other 2 comprising 2-3 frames. Each unit would be 36×36 in size and would need to be provided in 4 coloured versions via palette swapping.
  • 6 enemy types with 4 animations each. Once again, 2 of the animations would consist of single frames, and the other 2 would be 2-3 frames each. Enemies ranged in size from 36×36 to 200×200.
konjak How I got art for my game, part 2.

Konjak made a name for himself with Noitu Love 2 and various other hobbyist and professional games. Although we never talked before, and he was quite busy when I sent him an e-mail, he was also nice enough to quickly respond in a cordial manner.

I didn’t post a specific fee for these as neither I nor the other Incubator Games guys were sure of what the price ranges should be. We didn’t have a specific budget set aside for the in-game art either, so we decided to roll with the punches. If the offers we received involved sums that we could immediately afford, then great. If not, we’d either have to scale down or look to pool together some more money.

The lack of a specific fee in my post probably meant that we wouldn’t get as many offers as we did via my concept art ad (at least not initially), but I was OK with that. I also noted that if artists were only interested in doing the backgrounds or the animations, they should still apply. Obviously I would’ve preferred to have a single artist do all the work, but I knew that some would be experts in only one area and would want to avoid the other.

What quickly became apparent is that most pixel artists judged the budget of a work strictly by the amount of pixels it involved. What this meant is that the price tag of an image grew exponentially with its sizes. For example, if a 50×50 image cost $10, a 100×100 image would cost $40. This lead to quite a few misunderstandings over the backgrounds. I would’ve been crazy to expect artists to create these large images one pixel at a time, but that seemed to be the overall impression I had made. I was forced to repeatedly explain that I did not want these to be pixel art, but rather drawn/painted, and then touched up to blend in with the pixel work.

Following the first batch of offers we received, I decided to scale down my request. It wasn’t so much an issue of money as of time. Despite the 5-week deadline, some artists expressed concern with the amount of work involved. To accommodate for this, I changed my requirements to include only 1 background and 4 enemies. Ultimately, I also took down the background size to 1280×720 and the amount of angles for the units from 16 to 8 (for a total of 5 angles per unit if you don’t count the flipped versions).

jimjansen How I got art for my game, part 2.

Of all the artists who expressed interest in the project, I was particularly fond of Jim Jansen's work.

Since I posted on multiple forums, it was a bit difficult to track all the responses via Private Messages and e-mail. All in all, though, I received roughly 25 offers via Pixelation, 15 via Pixel Joint, and 5 via IndieGamer. I also personally contacted about 20 artists, although only 5 of them responded. The monetary estimates in the responses ranged from $400 to $1100 at rates of $15 to $40 an hour, with one or two that were significantly lower. The breakdown for my requested assets was generally the same: the units cost the least, followed by the enemies (the 200×200 enemy was more than all the units combined), and finally the background. Based on these estimates (and feedback from artists I knew saying that the work shouldn’t take more than two weeks to complete), I edited my original posts to include an $800 price point.

Adam Saltsman, the admin of Pixelation and a somewhat prominent figure in the indie games community, did not agree.  When I added $800 to my ad, he responded by saying “I could smell your cheap, exploitative rates from a mile away…” following which he moved my post to the “unpaid” forum. Pixelation is his to run as he sees fits so I didn’t complain too much, but this is my blog so I’ll briefly state the issues I had with this:

  • Right off the bat, Adam claimed that this work was worth $3000, or even 2-4 times that amount. This wasn’t even close to the estimates I received, so it’s hard not to think of it as an inflated number. I even discussed this with some of the artists I’ve worked with, some of whom Adam knows personally, I think, and they all seemed to agree.
  • Despite being rather friendly and self-effacing on his blog, Adam’s comments on my post were pretty snarky. I’m a big boy so they didn’t really phase me, but they did seem rather unwarranted.
  • The $800 was called exploitative and not a competitive figure, and yet it was based purely on what the artists themselves offered. It wasn’t a lowballed amount either as $15-$40 an hour isn’t a bad rate, but Adam ignored all of this. Considering this number was derived from competing artists, I’d say “competitive” was a very apt term for it. I’d also go so far as to say that the process by which I settled on this amount was very fair and didn’t exploit the employee or the employer.
  • $800 is long way from $0, so I wouldn’t consider the offer to be “unpaid.”

Anyway, in the end we had about 10 or so artists that we thought could be a good fit for ToM. This list included Jim Jansen, Miguel Angel PerezJoshua Astorian and various others, but we didn’t pick any of them. The reason for this is that the commission was for only one part of the whole game, and we wanted to hire someone that would end up doing a lot more work. The pixel stuff was doable for a demo, but ultimately it would require too much time and money for what we had in mind.

Instead, we decided to go with a different approach, which I’ll talk about more in the next post.

Next Tribes of Mexica post.

Previous Tribes of Mexica post.


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  1. #1 by rask on July 22, 2009 - 5:09 am

    "It wasn’t a lowballed amount either as $15-$40 an hour isn’t a bad rate, but Adam ignored all of this." $40 is an ok rate for a self-employed artist, but $15 is indeed pretty horrible. Factor in all your non-billable hours, acquisition costs and professional risks (let alone the fact that it’s usually impossible to schedule your projects so that you can actually work a full 8 hour day) and you earn less than at McDonalds at this rate. Of course you can argue that that is the problem of the bidder, not yours. I’m guessing most artists that made you an offer at that rate were likely students or hobbyists that were happy to get some extra cash. If you’re on a shoestring budget yourself, that’s probably a win-win. Then again, if you blog about the quotes you’ve been given, you set expectations for others in your situation. The market is heavily distorted by the availability of cheap student labor. Again, not your problem, but I can see how that can get a professional riled (who’s estimate of $3000 I didn’t find particularly unreasonable given his circumstances).

    This comment was originally posted on Reddit

  2. #2 by MuletTheGreat on July 22, 2009 - 7:58 am

    Interesting article, but the ConceptArt.org site is by far the gem of knowledge here. I work at a small indie company, and this site will be invaluable to us!

    This comment was originally posted on Reddit

  3. #3 by TheManagement on July 22, 2009 - 9:04 am

    All valid points, except the $3 000 figure was, and I quote, "for a total beginner, for an experienced artist(s) you’d be looking at 2-4x that amount." $12 000 for two weeks worth of work is a small fortune, even for an experienced contractor. And yes, young upstarts can alter the market, as can outsourcing studios that take advantage of currency exchanges and lower living costs. I’m a contractor myself, though, and I also have to deal with these factors. In such a scenario, it’s important to leverage one’s strengths. Location, communication skills (I had to turn down one of the artists simply because of a language barrier), experience, etc., all play into choosing the right person for the job. Trying to strong arm the market into what you’d *like* to be paid, on the other hand, is ultimately fruitless and frustrating.

    This comment was originally posted on Reddit

  4. #4 by rask on July 22, 2009 - 10:02 am

    $12000 is definitely excessive. That amounts to 150$ per hour (if 2 weeks equals 80 hours), which is not unheard of but certainly in an AAA or Hollywood league. If we assume 80 hours and 6000$, we’re at an hourly rate of 75$. I’m part of a small studio and when we do work for ad agencies (which means no direct contact with the client which can add a lot of overhead, and which means we can bill for change requests), that’s close to what we charge (more if we’re dealing directly with a client). The requirements for the type of jobs we do are vastly different to yours though, and we hardly ever work on illustration or art projects. I think where the guy was unreasonable – and quite so – is in that he didn’t have (nor was he willing to have) any understanding for what you actually need, in terms of the quality of work or in terms of the process involved. If your background is in working with larger corporations the going back and forth over details can sometimes be insane. If you’re a small organization working on an indie game, some 30-50$ per hour are perfectly reasonable (IMHO).

    This comment was originally posted on Reddit

  5. #5 by Toro11 on July 22, 2009 - 10:09 am

    nice article. it was interesting learning all the specific figures and the process by which you went about trying to hire an artist.

  6. #6 by Dan on July 22, 2009 - 10:10 am

    $12, 000 is quite…excessive.

  7. #7 by Lindy-0 on July 22, 2009 - 10:15 am

    Well, $3000 doesn’t sound unreasonable for a rate of $50 an hour, but that should gurantee a high quality of work, but just beginner-level stuff.

    Also, that response you got was rather rude…

  8. #8 by easlern on July 22, 2009 - 11:22 am

    Thank you for posting about your search for an artist. It helped give me an idea of what to expect on my own project. I also found out my estimate of the amount of work involved was way too low and that estimations among professionals varies a lot ($1000 – $4000 for a game with one 640×480 background and three characters, in my case!)

    This comment was originally posted on Reddit

  9. #9 by Wesley Walser on July 22, 2009 - 3:29 pm

    I agree that the $800 amount for professional level work is a bit low. The $15/hr rate that you mentioned is insultingly low when your looking at contract work rates so I can see where Adam was coming from with his comments.

    That being said he was sort of a jerk going to the level of insulting a clearly honest inquiry by one of his boards users. I feel like someone who is managing a community like this one could stand to use a bit more empathy when responding to users.

  10. #10 by The Management on July 22, 2009 - 4:30 pm

    Well, I wasn’t focusing on hourly rates (those vary greatly based on the contractor’s skill and speed), but rather on the final figure. The $800 was a rounded-up average based solely on the responses I received, and as such, I saw it as a fair offer.

    The reason I mentioned the $15 – $40 an hour rates, though, was that they clearly obliged by Pixelation’s Paid Section rules. Despite this, my post was moved to the unpaid section, along with some derisive comments.

  11. #11 by Adam Saltsman on July 22, 2009 - 5:24 pm

    I worked as a freelance pixel artist for 3 or 4 years with companies as large as EA and as small as one-man mobile outfits, so I’m not exactly a stranger to these sorts of things…there is a reason that I am the only moderator out of the 5 or 6 that run Pixelation that actually works in the employment forum!

    As you saw, Pixelation draws more job offer responses than all the other sites combined. There is a reason that I moderate the forum the way that I do; that said, I’m not really proud of the way that I respond to some of the posters there (more on this later).

    When it is your first post on the forums there, and you offer unrealistic rates because you don’t understand what it is that you’re actually buying and couldn’t be bothered to take the time to learn, and it is the second or third scammy-looking offer to hit our boards that week, sometimes I get a little snappy.

    Again, the Pixelation job boards are a prominent and successful hiring resource, so if you want your job to be on the front page there, where it gets those high views and buckets of responses, you need to actually know what you’re paying for and be willing to offer reasonable rates.

    While you claim to be offering $40 per hour, these estimates of 20 hours or less for the entirety of the workload are…optimistic. In my recent responses to questionable posts I have tried to explain the significance of the front page of the job offers area, and try and keep my bile in check, but after getting ripped off for a few years by a variety of people who are not, despite their best intentions, professionals, sometimes I get a little touchy.

    So, if you can, put yourself in my shoes. I was rude to you, sure (it was even kinda fun, I have to admit). But you were rude to the entire community that helped me become the game dev that I am today. If you want to be a professional, and have access to professional resources, you need to do research and be prepared.

  12. #12 by The Management on July 22, 2009 - 5:53 pm

    I think you’re making a few incorrect assumptions here, Adam. I certainly bothered to look into the pricing: I read the Pixelation Paid Section rules, talked to a few artists, and read a bunch of the existing ads on the forum. And, of course, I received cost estimates in the responses to my posts before adding the $800 price point.

    If it was optimistic, it simply mirrored the optimism of the artists that applied. As I’ve already explained, it was based on the offers I received, and as such I don’t think it was rude or unreasonable.

    And I certainly don’t think that being judged based on the actions of others is fair.

  13. #13 by neb on July 22, 2009 - 6:17 pm

    Wonderful article. I’m just on the cusp of soliciting for graphics for my MMORPG, and this is very informative.

    Unfortunately, the commentary on (and, indeed, from) Pixelation is very disheartening. I am not yet a hardened, grizzled, game industry veteran. Instead of a welcoming attitude, which seems prevalent throughout most of the independent gaming community, Pixelation sounds intimidating and uninviting. Certainly they want to maintain a level of quality, but Incubator’s request was nothing but professional. I can only hope I’m met with less malice when I make my humble, even meager, offer … which probably won’t be at Pixelation.

    Thanks again for the article; I eagerly await Part 3.

  14. #14 by Adam Saltsman on July 22, 2009 - 6:17 pm

    Guys like Miguel are exactly why I moved your post into the unpaid forums! He is talented and hard working, but hasn’t been contracting for long enough to figure out who’s taking advantage of him (even unintentionally!) and who isn’t. It takes a long time to figure that stuff out (at least it did for me!), so I feel some responsibility to help sort out those kinds of issues when I can.

    And if you ever manage to get any artwork from Josh after sending him a down payment, I have a list of previous clients and friends as long as my arm who would love to see him turn in his work ;)

    Like I told you before, based on my experience both as someone who hires artists on a regular basis and someone who was hired as an artist on a regular basis, your price was not fair or competitive enough to earn you a spot on the front page of the Pixelation job offers section.

    While my tone was (is?) condescending and intolerant, my intentions are good. Fair pay for artists increases the chances that you will get GREAT work for your game, and the artist will be compensated as fairly as they would for any other professional dev. It’s good for your reputation, it’s good for your professional network, and it’s good for your community standing. Taking this stuff seriously, paying a little extra, it’s all win-win.

    Finally, as a moderator who processes a few job offers a week and can’t help but see trends emerge fairly obviously (like posts that don’t name prices being amended to name low/offensive prices), judging you based on the actions of the many other people trying to underpay artists is both natural AND fair.

  15. #15 by Lindy-0 on July 22, 2009 - 7:23 pm

    Ummm, if Miguel is young and doesn’t have a lot of experience, but is still being offered a sum that’s an average of all the responses to the ad, how is that taking advantage of him? If anything, he’s getting a chance to work on a project while getting paid AND gaining the experience he’s lacking.

    If the ad for the job is moved/deleted and he never sees it, then not only do the people on the project lose a possible contractor, but Miguel also misses out on a chance to grow his portfolio. It’s a negative outcome for both parties…

  16. #16 by Adam Saltsman on July 22, 2009 - 8:21 pm

    I completely agree! However, the issue is whether or not this sort of job deserves to be on the front page of the busiest pixel art job board on the web. My judgment was that it was out of place there, as the budget was targeted towards amateurs or professionals who don’t know any better.

  17. #17 by Adam Saltsman on July 22, 2009 - 8:22 pm

    And regardless, it is my estimation that a hardworking, talented individual deserves to be paid well regardless of experience.

  18. #18 by Lindy-0 on July 22, 2009 - 10:12 pm

    So you agree that getting rid of the ad is a lose/lose situation for both parties, but still endorse it?

    Also, I do think it’s fair for younger contractors to expect less money, which is the case in virtually all fields. The reason for this is that potential employers need to limit the risk involved by finding an employee. To accomplish this, they review a potential contractors portfolio and references, neither of which will be as extensive for a newcomer to the field.

  19. #19 by The Management on July 22, 2009 - 10:42 pm

    Well, I’ve already outlined how I reached my offer and why I think it’s fair — anything else beyond this point will just lead to circular discussions, which I’d rather avoid.

    However, I will say that I was rather surprised by your statement on judging people, Adam. Such an approach is at the core of virtually all prejudices — racism, sexism, etc. — so I don’t see how it could ever be considered fair.

  20. #20 by Adam Saltsman on July 22, 2009 - 10:52 pm

    If you don’t like our rules, please, please, please do not post to our board! It will save me a few minutes, which I promise I will use well.

    If, however, you want a dozen responses within a couple hours from qualified, hardworking artists, then you need to pay fair rates. Why is it so hard to see the connection here? If you pay well, your job gets featured. If you don’t, it doesn’t.

    Why do you think jobs get so many responses on our board? Because it’s NOT moderated? Because we force our community to sift through the good jobs and the crap jobs themselves?

  21. #21 by Adam Saltsman on July 22, 2009 - 10:53 pm

    Ok, we’re done here, and your account is done on Pixelation.

  22. #22 by Myron McMillin on July 22, 2009 - 11:41 pm

    I am certain that calling someone out by name (and linking to them) on an anonymous blog is no more ethically sound then trying to pay slave wages to artists and then writing hate mail to the internet when it bites you in the ass. Two for two… nice work.

    Way to stick it to that asshole Saltsman for looking out for the little guy.

    Can’t wait for the game!

  23. #23 by carl d on July 23, 2009 - 10:31 am

    Aren’t you all overreacting a little? One guy made an offer of $800 as he saw the lowpoint as $400. The other mentioned it’d be closer to $3000, but could go so high as even $12000. Maybe the correct amount was somewhere in the middle?

    I don’t see how this is enough for namecalling or accusations of racism or whatever.

  24. #24 by The Management on July 23, 2009 - 10:52 am

    Perhaps. Like I mentioned, the amounts I received might’ve been reflections of the artists’ optimism. I can even concede to the possibility that the only artists who applied for the position expected low pay.

    Still, that was the situation I was in, and I think I went about deriving an offer from it in a fair way.

    I also wasn’t calling anyone a racist. The comment I made was simply a response to Adam stating that judging me based on the actions of other posters of Pixelation — not just my own — was fair. I didn’t think it was, and I mentioned racism and sexism as two extreme examples of prejudice that I didn’t think anyone would argue to be fair.

  25. #25 by Jim Jansen on July 23, 2009 - 5:09 pm

    Thanks for featuring my work!

    I’d like to say that both of you kind of have a good point here. It’s true that 20 dollars an hour or so might be insufficiant for a professional artist. However, for me, 20 dollars is a nice rate. I sometimes even work for 15 if I really need the money or if it’s a really fun job.

    I do think that ‘paid work’ is a rather wide term. For me 40 dollars is a real lot of money. I’ve never asked for it, nor has anyone ever offered this kind of rate to me. However I can imagine for an industry level this is not that high.

    The thing is though; Aren’t most job offerings on Pixelation Indie? After all, most big companies only hire employees for longer terms. Whereas most of the jobs posted on Pixelation are single gigs. And most indie games come out of people’s own pockets. You can’t expect them to pay industry rates, that’s ridiculous.

    Also I have to say that banning Radek is a bit too much here. Just because you have a different opinion, that doesn’t even collide with the rules, you ban him? The conversation’s not even on Pixelation!

    I do understand where you’re coming from Adam. But the fact is that you’re telling him he’s not okay with the rules, even though these nowhere state clearly what a fair amount is. And this is hard to estimate. So especially if you’re not exactly aware of how time consuming pixel art can be, it can be really difficuly to make an estimate.

(will not be published)