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Art and Design for Pixel Art Tileset iphone game
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Design & Multimedia > Graphic Design

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The client has made the following changes to the job.

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Job canceled.

Aug 7, 2013

Job description changed. New Version|Previous Version

Jul 31, 2013

Job description changed. New Version|Previous Version

Jul 29, 2013
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Job Description

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Updated

GAME OVERVIEW -The game is a 2d platformer where the player controls a cat named Catburz (also the name of the game) through various timed-oriented puzzles in order to reach pieces of bacon. We're looking for the entire game to have a retro, 16bit, pixel art style and theme. -The following is a video of some gameplay with the current placeholder art. This is only to give you a reference point for the game, and does not necessarily represent the placement/design we're looking for. https://www.dropbox.com/s/38y6ob1xn5ppiao/Catburz%20Gameplay%20Video.mov -Gameplay revolves around the players ability to control the flow of time. Tilting the phone towards you will rewind time, and the amount you tilt will determine how fast you travel through time. We'll need an indicator for how fast the player is moving through time (2x, 4x, and 8x) and a graphical way to illustrate tilting the phone (current implementations can be seen in the gameplay video). Go to the 2:00 minute mark in the video to see lots of reversing. -We will need a royalty free font to use for all text. -Catburz stands on 2 feet and wears human cloth / does things that humans do (anthropomorphized), Catburz should be loosely based on this cat: http://cl.ly/image/2d2o3K2G0Y0K http://cl.ly/image/3k3R442A2A2y http://cl.ly/image/1t0R3c360M1Q the cat will need short animations for: idling, walking, climbing - 8 directions (I need to re-confirm this), dying, falling, jumping, and landing. The mice should look either cute and rounded or anthropomorphic like catburz; and will need walking and dying animations. -The GAMEPLAY SCREEN will display the bacon on each level (or an outline if not yet obtained), a joystick and jump button (similar in complexity to the one seen in video), and a pause button. -Levels will include gates the player must open with a key. -The key will need 2 versions, normal and 'used' (should look worn and destroyed). -We'll need a 'mousehole' for mice to come out of -and a pressure switch to place on the ground for the player to stand on. -Levels end at a door (2 states: Open/Closed) and we may need a 'locked' version of the door as well. -The level background is currently a blue background, hills that infinitely scroll, and various particle effects, but we're currently determining how we want to proceed. -The foreground of the levels are made using a tilemap: spikes, a platform, a ladder (and ladder end), a gate (with 2 parts, this will be explained later), netting (that Catburz will climb on), and terrain tile shapes seen here: https://www.dropbox.com/s/hzk7pudyxva92mw/GenericPlatformTiles%20.png (zoom in with browser) -- as well as additional terrain tiles at 45 and 22.5 degree angles. *We need a 2nd set of tiles in a different colors. -All tiles should be 64x64px -The PAUSE SCREEN will need main menu, restart, and resume buttons that match the theme of the game. -The MAIN MENU SCREEN should be a '3d' view of gameplay with the title at the top ie. catburz jumping off a mouse and flying towards a piece of bacon. It will need themed Play, Select World, and More Games buttons. -The LEVEL SELECT SCREEN will need a background, a grid of level select buttons (2 states:locked/unlocked, number to be determined), back/main menu, next, and previous buttons, and a font to overlay level select boxes OR images of each box with level number -The APP ICON should be similar in concept to the main menu art; a 3d representation of gameplay. FILE REQUIREMENTS Sprites for: ---iphone5, complete design (screen size: 1136x640). Append file names "-ip5" for those different than ip4. Example: "background-ip5.png". ---iphone4, complete design (screen size: 960x640). Append filenames "-hd". Example: "background-hd.png". ---standard size (screen size: 480x320). Example: "background.png". -It's best for the size of the -hd sprites to be even numbers (both length and width)

GAME OVERVIEW -The game is a 2d platformer where the player controls a cat named Catburz (also the name of the game) through various timed-oriented puzzles in order to reach pieces of bacon. We're looking for the entire game to have a retro, 16bit, pixel art style and theme. -The following is a video of some gameplay with the current placeholder art. This is only to give you a reference point for the game, and does not necessarily represent the placement/design we're looking for. <span class="obscureText" title="Login to see this URL">&nbsp;&nbsp;[obscured]&nbsp;&nbsp;</span>/s/38y6ob1xn5ppiao/Catburz%20Gameplay%20Video.mov -Gameplay revolves around the players ability to control the flow of time. Tilting the phone towards you will rewind time, and the amount you tilt will determine how fast you travel through time. We'll need an indicator for how fast the player is moving through time (2x, 4x, and 8x) and a graphical way to illustrate tilting the phone (current implementations can be seen in the gameplay video). Go to the 2:00 minute mark in the video to s...

Jul 31, 2013

GAME OVERVIEW -The game is a 2d platformer where the player controls a cat named Catburz (also the name of the game) through various timed-oriented puzzles in order to reach pieces of bacon. We're looking for the entire game to have a retro, 16bit, pixel art style and theme. -The following is a video of some gameplay with the current placeholder art. This is only to give you a reference point for the game, and does not necessarily represent the placement/design we're looking for. https://www.dropbox.com/s/38y6ob1xn5ppiao/Catburz%20Gameplay%20Video.mov -Gameplay revolves around the players ability to control the flow of time. Tilting the phone towards you will rewind time, and the amount you tilt will determine how fast you travel through time. We'll need an indicator for how fast the player is moving through time (2x, 4x, and 8x) and a graphical way to illustrate tilting the phone (current implementations can be seen in the gameplay video). Go to the 2:00 minute mark in the video to see lots of reversing. -We will need a royalty free font to use for all text. -Catburz stands on 2 feet and wears human cloth / does things that humans do (anthropomorphized), Catburz should be loosely based on this cat: http://cl.ly/image/2d2o3K2G0Y0K http://cl.ly/image/3k3R442A2A2y http://cl.ly/image/1t0R3c360M1Q the cat will need short animations for: idling, walking, climbing (8 directions), dying, falling, jumping, and landing. The mice should look either cute and rounded or anthropomorphic like catburz; and will need walking and dying animations. -The GAMEPLAY SCREEN will display the bacon on each level (or an outline if not yet obtained), a joystick and jump button (similar in complexity to the one seen in video), and a pause button. -Levels will include gates the player must open with a key. -The key will need 2 versions, normal and 'used' (should look worn and destroyed). -We'll need a 'mousehole' for mice to come out of -and a pressure switch to place on the ground for the player to stand on. -Levels end at a door (2 states: Open/Closed) and we may need a 'locked' version of the door as well. -The level background is currently a blue background, hills that infinitely scroll, and various particle effects, but we're currently determining how we want to proceed. -The foreground of the levels are made using a tilemap: spikes, a platform, a ladder (and ladder end), a gate (with 2 parts, this will be explained later), netting (that Catburz will climb on), and terrain tile shapes seen here: https://www.dropbox.com/s/hzk7pudyxva92mw/GenericPlatformTiles%20.png (zoom in with browser) -- as well as additional terrain tiles at 45 and 22.5 degree angles. *We need a 2nd set of tiles in a different colors. -All tiles should be 64x64px -The PAUSE SCREEN will need main menu, restart, and resume buttons that match the theme of the game. -The MAIN MENU SCREEN should be a '3d' view of gameplay with the title at the top ie. catburz jumping off a mouse and flying towards a piece of bacon. It will need themed Play, Select World, and More Games buttons. -The LEVEL SELECT SCREEN will need a background, a grid of level select buttons (2 states:locked/unlocked, number to be determined), back/main menu, next, and previous buttons, and a font to overlay level select boxes OR images of each box with level number -The APP ICON should be similar in concept to the main menu art; a 3d representation of gameplay. FILE REQUIREMENTS Sprites for: ---iphone5, complete design (screen size: 1136x640). Append file names &quot;-ip5&quot; for those different than ip4. Example: &quot;background-ip5.png&quot;. ---iphone4, complete design (screen size: 960x640). Append filenames &quot;-hd&quot;. Example: &quot;background-hd.png&quot;. ---standard size (screen size: 480x320). Example: &quot;background.png&quot;. -It's best for the size of the -hd sprites to be even numbers or, better, a power of 4 (both length and width), so the

GAME OVERVIEW -The game is a 2d platformer where the player controls a cat named Catburz (also the name of the game) through various timed-oriented puzzles in order to reach pieces of bacon. We're looking for the entire game to have a retro, 16bit, pixel art style and theme. -The following is a video of some gameplay with the current placeholder art. This is only to give you a reference point for the game, and does not necessarily represent the placement/design we're looking for. https://www.dropbox.com/s/38y6ob1xn5ppiao/Catburz%20Gameplay%20Video.mov -Gameplay revolves around the players ability to control the flow of time. Tilting the phone towards you will rewind time, and the amount you tilt will determine how fast you travel through time. We'll need an indicator for how fast the player is moving through time (2x, 4x, and 8x) and a graphical way to illustrate tilting the phone (current implementations can be seen in the gameplay video). Go to the 2:00 minute mark in the video to see lots of reversing. -We will need a royalty free font to use for all text. -Catburz stands on 2 feet and wears human cloth / does things that humans do (anthropomorphized), Catburz should be loosely based on this cat: http://cl.ly/image/2d2o3K2G0Y0K http://cl.ly/image/3k3R442A2A2y http://cl.ly/image/1t0R3c360M1Q the cat will need short animations for: idling, walking, climbing - 8 directions (I need to re-confirm this), dying, falling, jumping, and landing. The mice should look either cute and rounded or anthropomorphic like catburz; and will need walking and dying animations. -The GAMEPLAY SCREEN will display the bacon on each level (or an outline if not yet obtained), a joystick and jump button (similar in complexity to the one seen in video), and a pause button. -Levels will include gates the player must open with a key. -The key will need 2 versions, normal and 'used' (should look worn and destroyed). -We'll need a 'mousehole' for mice to come out of -and a pressure switch to place on the ground for the player to stand on. -Levels end at a door (2 states: Open/Closed) and we may need a 'locked' version of the door as well. -The level background is currently a blue background, hills that infinitely scroll, and various particle effects, but we're currently determining how we want to proceed. -The foreground of the levels are made using a tilemap: spikes, a platform, a ladder (and ladder end), a gate (with 2 parts, this will be explained later), netting (that Catburz will climb on), and terrain tile shapes seen here: https://www.dropbox.com/s/hzk7pudyxva92mw/GenericPlatformTiles%20.png (zoom in with browser) -- as well as additional terrain tiles at 45 and 22.5 degree angles. *We need a 2nd set of tiles in a different colors. -All tiles should be 64x64px -The PAUSE SCREEN will need main menu, restart, and resume buttons that match the theme of the game. -The MAIN MENU SCREEN should be a '3d' view of gameplay with the title at the top ie. catburz jumping off a mouse and flying towards a piece of bacon. It will need themed Play, Select World, and More Games buttons. -The LEVEL SELECT SCREEN will need a background, a grid of level select buttons (2 states:locked/unlocked, number to be determined), back/main menu, next, and previous buttons, and a font to overlay level select boxes OR images of each box with level number -The APP ICON should be similar in concept to the main menu art; a 3d representation of gameplay. FILE REQUIREMENTS Sprites for: ---iphone5, complete design (screen size: 1136x640). Append file names &quot;-ip5&quot; for those different than ip4. Example: &quot;background-ip5.png&quot;. ---iphone4, complete design (screen size: 960x640). Append filenames &quot;-hd&quot;. Example: &quot;background-hd.png&quot;. ---standard size (screen size: 480x320). Example: &quot;background.png&quot;. -It's best for the size of the -hd sprites to be even numbers (both length and width)

Jul 29, 2013

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  • Posted: Tue, Jul 30, 2013
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  • Start: Immediately
  • Budget: $1,400 or less
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GAME OVERVIEW
-The game is a 2d platformer where the player controls a cat named Catburz (also the name of the game) through various timed-oriented puzzles in order to reach pieces of bacon. We're looking for the entire game to have a retro, 16bit, pixel art style and theme.

-The following is a video of some gameplay with the current placeholder art. This is only to give you a reference point for the game, and does not necessarily represent the placement/design we're looking for.

  [obscured]  /s/38y6ob1xn5ppiao/Catburz%20Gameplay%20Video.mov


-Gameplay revolves around the players ability to control the flow of time. Tilting the phone towards you will rewind time, and the amount you tilt will determine how fast you travel through time. We'll need an indicator for how fast the player is moving through time (2x, 4x, and 8x) and a graphical way to illustrate tilting the phone (current implementations can be seen in the gameplay video). Go to the 2:00 minute mark in the video to s...

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Job ID: 44804571
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