   Looking for 3D spaceship artist [PAID]
Team name: Wx3 Labs. Which is just me, Kevin.Project name: Working title: Nebula Core.Brief description: The game is a 2D top-down game of space exploration and combat. It has been in development for about 6 months.Target aim: Flash web game.Compensation:Although my budget isn't large and I can't pay big studio rates, I don't expect artists to work for free. You will be paid for work completed (not "just if the game makes money"). You will also be credited in game.Technology: Flash/AS3 (not actually important for the artwork)Talent needed:List the people you need, their expected tasks and any experience needed.Team structure: Me: Game designer, programmer, project manager, tester. You: Awesome spaceship artist.Website:There's no public web site for this project, but you can see my last released game here: http://lab.wx3.com/starcom/Contacts:You can message me here or email: nebula(at)wx3.comPrevious Work by Team:I'm an independent Flash game developer who has successfully developed and launched two games with a combined total of over 3 million plays:http://lab.wx3.com/starcom/http://lab.wx3.com/defender/Additional Info:The style of the game is "fake 3D"; the artwork consists of bitmaps that are, or have the appearance of, a 3D rendered object from a birds' eye view.Spaceship Hulls & Space StationsThe game initially puts the player in command of a mid-sized ship, and gradually works up to different, larger ships. But even the mid-sized ship will be quite large, so in terms of ship style, think Galactica or Enterprise, not Viper or X-Wing.The ships should be modeled and textured in 3D, although in game they will be shown as pre-rendered sprites.In game, each ship will appear from a top-down, birds' eye view perspective. Special considerations:From this perspective, the ship will be quite small, ranging from about 20 pixels across for the smaller ships to about 75 pixels across for the larger ships, so it is important that different ship designs be distinguishable at this scale. Players will be able to outfit their ship with special components, so ship designs should not feature recognizable components; e.g., a big turret on the deck.Also, because the ship will rotate in 2D as a sprite, in this view it cannot be rendered with an obvious lighting direction bias.Prior to modeling, I'll provide the artist with a rough spec of the ship that will define its rough shape.Each ship will also appear in a configuration screen. This view will be similar to the top-down view, but larger, probably 50 - 200 pixels Note that except for the possibility of one or two ships that may be used for splash art, ships are only ever viewed from above, so any detail on the bottom of the ship will not be seen.The game will eventually feature dozens of ship hulls, but for beta we probably need a half-dozen. Spaceship ComponentsPlayers will be able to customize their ships with a number of components. The components will be visible in the ship management screen. They will appear in large (~100px square) and small (~20 px) formats. They don't need to look great at small formats, but should be distinguishable from one another. Initially the game will feature about a dozen components, to be specified.If you're interested, please contact me with the following:Your rates.A link to your portfolio (preferably demonstrating something relevant to the project).Feedback:ANY