此页面上的内容需要较新版本的 Adobe Flash Player。

获取 Adobe Flash Player

 
 


※ The Basics:


Concept Art
We have a professional team of designers, familiar with every genre, from realism to fantasy, and from Western to Easter. Our designers have extensive art experience, of course, but also specialize in practical design.

3D Modeling
We can work with you, in accordance to your specifications from general descriptions to concept art- either that we make or that you providede- to produce efficient and accurate models that will work with your project.

Texturing and UV mapping
No matter the style, we can texture, or re-texture any models you need.


Animation
We can work with motion capture technology, or rough animations you provide to fine tune your assets for in-game use, or we can work from scratch, building characteristic animations for any need you may have.


※ In more detail:


At AFM, we pride ourselves on helping our clients every step of the way; from initial idea, to final delivery of completed assets, and beyond, to edits and support. 


It all starts with the concept. 

If you have your own concept art, we can work with that; if you don't, we can work with you to understand what you need, and either produce concept art for you if your needs are very specific (for example, "I need this specific character, with a particular look"), or move directly into producing the art assets you require with an understanding of what you want if your needs are more general (for example "I need a green frog of some kind, I'm not particular about species, details, or style"). 

Provided Concept art: 

If you have concept art, we can replicate the style and detail with utmost precision- even from photographs. We can move onto figuring out what kinds of assets you need, provide you with a quote, and guarantee quality- if we do wrong by the concept art, we'll fix it at no cost to you. 

Concept art not needed: 

If your needs are very general, and you don't have or need concept art we can work from our imaginations and fill in the unknowns with rational guesses. 

"Did he want a tree frog, or a more aquatic frog like a bullfrog?" 

In this case, it helps to know as much as you're willing to share about your project. In the example case, if we know the game is a fishing game, the answer becomes more obviously a bullfrog. 

This method, when you work with our staff art directors as a team, can be the fastest and easiest for you, as well as the cheapest- out art directors know which questions to ask to save you time. 

Unlike with concept art, though, it can be prone to minor miscommunication- less so with AFM than with other outsourcing studios, due to our expert art direction, but nonetheless always a possibility- if getting a tree frog instead of a bullfrog, when the species wasn't specified, would pose a big problem, concept art would be the way to go. 

If you're working on a smaller or more casual title, though, and you want to save money and time, without sweating the small stuff, this is definitely the way to go. 

With this method, you can simply order, as in the example, "100 various fish and pond creatures" and let us handle the rest.

While we can only guarantee high quality standard of the work without all of the information (that is, we can't read minds), but our art directors know how to ask the right questions, and call on extensive expertise in all academic major fields, so you don't have to worry about getting salt water fish in with the fresh, or a 16th century anachronism in with the graphics of your 14th century RPG. If we do make a mistake on something you did specify, we will of course correct it at no cost to you. 

Concept art production: 

This is the most complicated part of the process, but we pride ourselves on being able to get you exactly what you need. 

We can work from written descriptions you provide, from references to other literary works, or from a combination of descriptions and photos of other things, real or imagined, that are similar to what you want. 

There are two basic ways to go about producing the concept art: Production/review, and Real-time Consultation. 

The production and review cycle involves us getting an idea of what you want, and then producing a number of concept pieces (from one to a few dozen) that you can critique, explaining what you like and don't like about them. After the review, we go it all again until you're satisfied. 

Production and review can take several days, or even several weeks if you need something very specific (depending on how frequently you can check your e-mail and get back to us with comments). 

Real time consultation is the solution. Real time consultation involves a shared canvas net meeting and live voice, or text chat, where we work with you to develop the concept on the spot. This usually only takes a couple hours, and saves the tedious back and forth of production and review. The only drawback to real time consultation is scheduling- depending on where you live, you may have to come on line in the late evening, or the very early morning, when you wouldn't usually work. If you need us to work around your schedule, let us know, and we may be able to accommodate this. 

Quote: 

While we're happy to give you an approximate quote up-front, or at any time, in order to give you a proper quote and start work we need the concept and the technical specifications of what you need. 

If you don't know your technical specifications (polygon count, normal mapping, texture resolution, and the rest), we can work with you to suggest art assets that will work for your title and engine of choice. 

We also offer a number of discounts, including promotional use discounts and large project discounts. Please also ask us about Educational discounts if you're working with a university, and Indie discounts if the game will be freeware. Even low budget indies can afford professional art now. 

Payment: 

For established companies, we accept 20% of the project cost upfront as a deposit after signing, and the remaining 80% after delivery of assets. For indie companies and individuals, 40% upfront and 60% after completion for larger projects (small orders are upfront). After final payment, all rights to the graphics are completely transferred to you- AFM only reserves promotional rights (e.g. to show examples in our portfolio/gallery); if you don't want AFM using the art for promotion, we can arrange this in the contract. 

For your convenience, we can accept payment by paypal (for the small added percentage of the merchant fee paypal charges us), or bank account wires for larger contracts.

Edits and Support: 

While we strive for perfection, if at any time after delivery and payment, and for one year, you notice that we made a mistake in the artwork that you didn't notice before, we'll correct it (unless otherwise noted). If your title has already shipped, we'll provide you free art for another project to make up for the mistake. 

 

 
AFMGAMES  China Contact: - bizafmgames.com - afmafmgames.com     US  Contact: -blakeafmgames.com
copyright AFMGAMES 2009.All rights reserved.


 

-->