This is a challenge for me because I feel like if I play other games, I'll subconsciously steal their game play ideas, and seeing such well polished games makes me shy away from trying to compete. It's a courtesy to both the studio and its other clients who really need their games out the door in two months. Let the studio know up front whether you're fighting a deadline, or just developing your game at a casual pace.
ARTSTUDIO TUTORIALS PROFESSIONAL
A professional is just that because they make the difficult look easy.
ARTSTUDIO TUTORIALS TRIAL
Even if it's an animated cartoon hamster, consider that every frame was created after hours of work, and a bit of trial and error. It takes time and resources to create art. The studio needs to make its livelihood, taxes must be paid, and dinners put on tables. If they give you a quote, and you think "Wow, that's way more than I expected to spend!" then at least put it in perspective. You may not be the studio's only client, so don't be offended if they don't reply to your e-mails every five minutes. Depending on how much art you need, you could get a quote from a studio for fifty or for five thousand dollars (That may as well be several million dollars for you younger Indies). Know how much you would like to spend, and know what your hard limit is on spending. If you can do it, making a video of a textureless demo of your game can be helpful, too. There is no shame in taking screenshots or videos from other games just don't ask them to copy from them verbatim. Sketches tell a studio what you need, but references help them understand the finer details. It's OK if you have a bunch of MS Paint mockups and scribbles on scanned documents the art studio needs at least a basic idea of what you have in mind for everything.
![artstudio tutorials artstudio tutorials](https://i.pinimg.com/originals/21/17/a2/2117a2f7b1487ba648e52bbcacc58c7b.jpg)
The more you think of ahead of time, the better.but if you forget something really important, let your main contact at the studio know ASAP. Don't just include the game characters, weapons, items and level textures you may also need a user interface, menu art, an icon, a splash screen, box art, banners, art for your website.and the list goes on. A list of needed assets (works of art).It's fine to explain your game in a few sentences over e-mail, but they need a good idea of how much work to expect based on your vision of the game.
![artstudio tutorials artstudio tutorials](https://i.ytimg.com/vi/L0yHneZmJjo/maxresdefault.jpg)
Have something to give the studio that at least tells them what your game is about, and how big (or small) it is with respect to story, characters, enemies, and content. In 2012 I had the pleasure to work with Meta3D Studios in developing artwork for my mobile game Hamster Chase, and I'd like to share some tips on getting the most out of working with an art studio.īefore you make first contact, try to have as many of the following on-hand as possible: