Hi everyone.
I have been working on a personal game project and saving to produce a small demo to showcase the idea and to show funders.
I will be needing to hire an environment artist, 3d character designer (for one hero character and few npcs) and a programmer.
It is not going to be a huge demo, just a small showcase level/area.
I was hoping to create something like this (same fidelity/level of detail)
(image from
Warrior's Pilgrimage)
So far I have $7000 saved for this project. Would this be sufficient for what I have mentioned?
Replies
$7000 is gonna be tight just for an art budget. It could probably be done, but expect to use a lot of assets purchased from libraries, with relatively few made from scratch.
Yea I know it will be very tight and that I would have to use a lot of asset packages.
I have looked around and found/bought some packs that look good and give impression of a unified art direction.
These include the photorealistic landscape and other high quality prop packages.
Programming wise I don't plan to add anything demanding, the only complicated thing I can think off is a day and night cycle that can be done through blue prints. And just giving npcs a routine.
$7000 is the what I plan to use to fund this project, but I also have further 2000 emergency fund in case I need it.
It is good to hear that I'm not insane for thinking this can be done.
The main aim is just to create a proof of concept and secure funding to commence main project.
Another option is take on a level artist and create alot of modular assets that you can use to flesh out another level for demo purposes as well. Something that can be pushed out in about 2 months or so. That way you keep the time short and hopefully save money on your budget.
I've soon been working on my own personal project for nearly 2 years now only using blueprints and you can do some really complex things with them, so there should be nothing holding you back there. You buckle down for a month and you should be able to get a demo up and running showcasing your idea.
The art example is someone else's art, not the OP's. It's an example of the kind of quality they wish to achieve.
https://www.artstation.com/artist/arifcreations
https://www.artstation.com/artist/audreee
this kind of thing can be done by a group of friends or students or perhaps with external financing available and a hired team but i would advise against using your own savings. it's a time consuming and expensive undertaking, more so if you don't already have the team assembled.
what's the going day rate for any decent coder-for-hire in a developed country anyway? 500+?
But more info about the game design would help estimating the scope of the project, and then how much it would cost you roughly.
http://wiki.polycount.com/wiki/Freelance#Freelance_Rates
you'd have to hire someone who really knows their stuff (modelling for deformations, what to bake and what to model in, possibly skinning, etc) and is good enough to basically exceed your style and quality expectations so no revisions are required.
in the days of the modding scene people worked pro bono on projects that interested them. but that's certainly different from hiring somebody to do a given job - and also happened in a time when the work was less time consuming. but perhaps the spirit is still around somewhere? else you better go and look for financing.