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※ 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.
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