   Artists & composer needed for an upcoming IPhone game.
Team name:Samurai Games.Project name:Yet to be decided .Target aim:This is an IPhone/Ipod Touch game project which is intended to be soldon the App store.Technology:OpenGL ES, Objective-C.Talent needed:-3D Artist: The 3D artist will be responsible ofcreating 3D animated models for big bosses and deliveringthem as animated GIF or sheets.-2D Sprites Artist: The 2D pixel artist will be responsible of creating player space ships, explosions,enemies, and such small pixels. He will be also responsibleof re-touching big-bosses sheets delivered by the 3Dartist and  turn them into an acceptable quality 2D bosses.-2D Background Artist: The 2D background artist willbe responsible of designing and creating backgrounds/landscapeselements such buildings and bridges. He will also need to animatesome of those elements.-Artwork Artist: The artwork artist will be responsibleof creating artworks to be used on the intro/outro as well asdesigning GUI's.-Music composor: The composer will be responsible ofcreating MP3 music tracks,SFX's and few voices. What we preferably need are some good rock tracks, but any otherenergetic tracks are also welcomed.What we are looking for are some talented and highly skilled individuals who can accomplish their tasks as expected. Brief description:This is a very ambitious and promising project to make a 2D top-scrolling "Gun Bird like" space shooter for the IPhone/Ipod touch. It will have asaim to produce the best shooter game ever made on any gaming plattform before,taking advantage of the hardwar performances, clever design and talented production team.The team work should take about 2 months, while putting the productionmaterials up together would take an adittional couple of months.Compensation:Each individual talent will get 10% of Samurai-Games potential revenue. They will be also credited in this awesome game.Contacts:Please attach samples of your work and e-mail them to:info [@] Samurai-games [.] netPlease specify which position you are applying to.Previous Work by Team:One mobile game untitled Comic Blast.Website:http://www.samurai-games.netFeedback:ANY   
Quote:Compensation:Each individual talent will get 10% of Samurai-Games potential revenue.They will be also credited in this awesome game.So the crew that is supplying the art and sound only get 10% of the profits? Altogether this means you're only giving 50% of the profits to the entire art and sound crew. Where is the other 50% going? Your pocket? Besides the visuals and sound elements of a game, programming is the other main element. What percentage is that area getting? I understand having a certain portion be devoted to keeping the company afloat, but this feels quite a bit unbalanced. Unless you're wanting only non-exclusive rights to all of the content, which then this would be much more appropriate. After all, with out sound and visuals, you don't really have much of a game experience.Thanks, Nathan   ;  50% for programming & game design, 40% for graphics and 10% for sounds.what is so bad on that?Cheers.   ;  I must agree with nsmadsen--there is a problem when the sound team supplies 1/3 of the gamer's experience, but is paid only 1/10 of the revenue, 1/5 of what the programmers are paid, and 1/4 of what the artists are paid.   ;  I must agree with nsmadsen--there is a problem when the sound team supplies 1/3 of the gamer's experience, but is paid only 1/10 of the revenue, 1/5 of what the programmers are paid, and 1/4 of what the artists are paid.   ;  I don't think it seems particularly unreasonable to have 10% of the profits to go to each member of the team, providing everyone is getting an equal share (provided there are 10 members). 4 artists, 4 programmers, 1 designer, 1 sound guy, all get 10% each, seems fine to me.to bhingley: I don't think what you're saying is quite right. If he is only having one person doing sound, and four people doing art, the sound person isn't necessarily deserving of more pay than any of the other members.   ;  Like I mentioned before, the audio is 1/3 of the game--visuals and programming making up the other 2/3 (according to Aaron Marks in "The Complete Guide to Game Audio").  If there are four artists making up 1/3 of the game, and only one sound person making up another 1/3, the sound person is doing four times as much work as the artists, but getting paid the same amount, under this payment scheme.   ;  I actually misread the section about compensation and thought that 10% total was going to split amongst all of the team, leaving 90% up in the air. That's what I thought was odd. Giving everyone an equal share seems much more acceptable. Quote:I must agree with nsmadsen--there is a problem when the sound team supplies 1/3 of the gamer's experience, but is paid only 1/10 of the revenue, 1/5 of what the programmers are paid, and 1/4 of what the artists are paid.bhigley- Actually the departments are getting more than sound, not the personnel. I understand your argument about workload but that's the way it is almost everywhere. Where I work there are two audio guys working while there are about 15-20 programmers and 10-15 animators/artists/visual FX guys. I don't get a larger salary than the other teams because my dept is only 2 folks. It's been that way in every studio I've worked in. When I freelance I charge per asset, which makes things a bit more even. But freelance also doesn't usually have the stability that an in-house positions and definitely doesn't have the benefits.Thanks, Nate   ;  Here are sample tracks of orignal music compositions:Pls contact kcrewstudio@gmail.com if you have open projects.Thanks for listening!   