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outstandly

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A member registered 7 days ago

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Hi there,

I'd love to offer my game art studio to help you out — modular pixel rigs for Bone2D is the kind of puzzle my team enjoys.

Please check our showreel on our Awwwards-winning website: https://outstandly.com/gamedev/

and more pixel art work is here!: https://docs.google.com/presentation/d/116XfyBN0a5a2_FpOwK7NB38UZXA4GeEd-8ezCP_5RoQ/edit?slide=id.g358e532fe15_0_43#slide=id.g358e532fe15_0_43

For Aether Legacy, my team can cover the full modular character pipeline — base body sets, sliced gear/equipment layers built to swap cleanly across the skeleton, and the rigging + skeletal animation itself in Godot's Bone2D/Skeleton2D (idles, walks/runs, attacks, skills, hit/death, etc.). We can also help with the upstream concepting for classes and gear tiers, and the downstream side of getting everything imported and animation-ready inside Godot, so you're not stuck stitching it together. Pricing depends a lot on resolution, silhouette complexity, how many gear slots/tiers you want modular, and animation count per character — once I see that, I can give you a proper per-character and per-gear-piece rate. 

if you'd like to learn a bit more on how we work, here is a bit cheesy article on that matter that I'm meaning to rewrite for the past 5 years 馃槺: https://blog.outstandly.com/how-do-we-work-and-other-frequently-asked-questions/

Could you share some style references, the target resolution, and a rough list of character classes + gear slots/tiers you want modular? Based on that, I'll be happy to calculate the production costs for ya.

Cheers,
Serhii

Hi there,

We'd to help you out! 

Please check our showreel on our Awwwards-winning website: https://outstandly.com/gamedev/

and more pixel art work is here!: https://docs.google.com/presentation/d/116XfyBN0a5a2_FpOwK7NB38UZXA4GeEd-8ezCP_5RoQ/edit?slide=id.g358e532fe15_0_43#slide=id.g358e532fe15_0_43

For what you've described — 64-72px sprites, 4 directions (N/E/S/W), with idle/attack/walk/death anims for minions and heroes — my team can cover the full pipeline: design, sprite sheets, and animations. Per-sprite-sheet pricing works well for this kind of scope; the main cost drivers are frame counts per animation, hero vs minion complexity, and how much design work is needed vs working from your existing concepts. 

Could you share the full character list (minions + heroes), any references or existing concepts you have, and the rough frame counts you're targeting per animation? Based on that, I'll be happy to calculate the production costs for ya.

Feel free to reach out to us through our website, and we can take it from there!