
Job section updated!
March 13, 2010
Hey guys,
It's been a bit busy as of late, dedicating more time to getting the game put together. We've had some good responses to our job inquiry a few weeks back, and were able to get a lot of Filia done thanks to them. There is still have a long way to go before the game is publicly presentable, but we have definitely made some significant progress in the past few weeks. We're currently in talks with a few potential publishers, but I can't go into further details on that at the moment.
There is always room for more help, so if you are interested and/or would like to learn more, feel free to send us an email at skullgirls.jobs @ gmail.com
Check out the Jobs section for more information. Thanks!
-o_8 / Alex Ahad
And now for some assorted Skullgirls art~
Cerebella!
THIS IS A BUST: Parasoul infiltrates the mob's casino.
Painwheel
More Cerebella~
Ms. Fortune
Happy Valentine's Day!
February 14, 2010
Hi guys!
Valentine heartily wishes you a Happy Valentine's Day!
And in the meantime, while waiting for the Jobs section to be updated, I figure it would be a good idea to post the detailed description of what we will be needing.
We are currently looking for artists in these positions. Please send a resume and portfolio when you send in your applications. If you could also state your name and the position you are applying for in the subject of the email, that would be wonderful.
Send your emails to skullgirls.jobs @ gmail.com
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These are the positions we are currently looking to fill:
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ANIMATOR:
We are looking for skilled character animators who can emulate our style.
-Can follow a model sheet / preserve the style, proportions, and faces
-Can work at a fast pace
-Good at both strong overall animation, and animating details/secondaries.
-Understands the importance of mass, volume, and a sense of 3-dimensionality for the characters, despite being a 2-D image
-Understands the importance of strong silhouettes and impact in fighting game animations
-Familiar with: Photoshop at least. Any familiarity with an animation-specific program is great too, as long as it can work with files.
-- Animators and clean up artists will be given a brief test to see if they can get accustomed to the style, and if this is the type of work they would like to do.
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CLEAN UP ARTIST:
We are looking for people who can trace rough animations and make the final character art. It is VERY important that clean up artists stay on model as consistently as possible.
-Can follow a model sheet / preserve the style, proportions, and faces
-pays attention to details
-Knowledge of animation is a plus, but the animators should have taken care of animating by this step.
-Understands the importance of mass, volume, and a sense of 3-dimensionality for the characters, despite being a 2-D image (this is especially important at this stage)
-Familiar with: Photoshop at least. Any familiarity with other art programs (such as SAI) is great too, as long as it can run with psd files and the results fit.
-- Animators and clean up artists will be given a brief test to see if they can get accustomed to the style, and to see if this is the type of work they would like to do.
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ENVIRONMENT ARTIST:
We are looking for environmental / stage artists
-Can follow the "dark deco" / 1940's art direction
-Able to do stylized backgrounds, as well as realistic. Or at least able to somewhat adjust to either. Most important is a keen sense of composition and lighting
-Can think of concepts based on descriptions and/or work off of a rough sketch/thumbnail as a base.
-Familiarity with the style of fighting game stages and their mannerisms is a plus
-Familiarity with the era / setting is a *huge* plus
-Familiarity with 3D / 3D lighting is a plus
-Being good at character art, for when/if we need to add NPCs would be nice
-Being good at/familiar with animating is a plus
-Chances are, since we have a couple stages in progress right now, we'll test the environment artist by showing them a thumbnail of a different stage, and some examples of existing stages, and have them make a very quick first pass at the stage.
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If you guys have any questions or would like to know more, feel free to send us a message to the above email.
I hope you all have a wonderful extended weekend. Hope to hear from you soon :]
-Alex
Looking for artist and animator help
November 29, 2009
Hey guys~
After some new adjustments to the sprite style and looking for a good way to go high-res, we have found a novel, efficient approach. Now we are looking for animators and artists who can emulate this style. The process no longer requires pixel pushing, but functions more like drawing and animating by hand. This means that following the original drawing style is more important than ever before, but I also believe this will feel a lot more natural to most artists.
Here are some examples of the sprite style:
(The actual animation speed is subject to change in the final. Also, her colors are not her main colors, but we are using these colors for easier use with palettes.)
The way we are handling shading involves having a separate image with greyscale cel shading.
(click the thumbnail to see the image)
These sprites are actually at half the working size. The sprite is shrunk down by 50% in-game. Click on this thumbnail to see the full size.
Here are some further examples.
Basically, what we are currently looking for help in is cleaning up rough sketches of inbetweens/keyframes to be clean lines like this:
We are also looking for help in the greyscale cel shading.
If you are interested or know anybody who might be, please send us an email with a resume and/or a link to your portfolio to skullgirls.jobs@gmail.com
Thanks, and if you'd like to help, we hope to hear from you soon :]








