Budget might also be a problem. I'm happy to put down around £100-£200, or share any profit equally between myself, the coder and the artist (currently the coder and I share any money 50/50- although we only get a small amount of ad revenue from Kong/Gamejolt), but I don't know how many artists like working this way.
I'd love to know what you do for the art in your games (or, what you're planning to do), and what your experiences have been, as we're currently a bit stuck at this stage. As far as I can tell, these are our options:
Find an artist online:
I tried this approach with our first coder, and it didn't really work as well as I wanted. In other words, he didn't do anything. For months, and I replaced him with a friend who was willing to learn Unity. The question of whether an artist is happy to be paid 33% of any proft rather than a flat fee might also be tricky. Also, I value dedication above talent, and it's hard to assess that online.
Find an artist locally:
This is my preferred option, as I like working with people I can meet face to face. It'll be easier to convince an artist to work for a percentage as they'll know they can come and find me if they don't get paid! I'm in Manchester so there are a lot of student art groups although, personally, I'd prefer someone a bit older with possibly more realistic expectations. It's just a question of how to find them.
Learn to draw ourselves:
Me and the coder already work full-time jobs and are struggling to do what we already need to do (I'm already having to write, plot, take photos for backgrounds, edit images, publicise the thing etc.- well, I'm sure you know the work involved...).
Take photos of models and edit with Gimp:
I work in a big hospital, so I'm sure I could find enough people, but there are problems with this approach. The main one I've found (from a quick ask-around) is that people are very choosy about how their characters are used. We'd also be limited to contemporary and real-world plot settings unless I want to spend a fortune on dress hire.
Find a stock site suitable for visual novels:
None of the major ones such as 123RF or Shutterstock are really suitable- unless we want every scene in the novel to consist of smiling people with perfect teeth blatantly modelling.
Rip Off Pictures:
Not a serious option, but I thought I'd put this here in the interests of completeness
Use free images:
There seems to be such a limited amount of genuinely free images to use that is probably a non-starter.
Use my own crappy drawings:
Likely to give the game very limited commercial, unless I can somehow pass my complete lack of artistic talent off as 'my own style'!
* There are screenshots for Witches and Bandits and Swords (Oh My) on the Completed Games forum here if you're wondering how this technique looks.



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