2D Illustrator or Animator needed
Posted on 01.30.07 by Mike K @ 7:28 pm

This posting has been filled. Thanks everyone.

- - - -

Here’s a little job posting that I’ve started to circulate.

[edit] Edited, ’cause it was rather technical and mean sounding. ;)

- - - -

Hi there,

We’re looking for a skilled 2D illustrator or animator for a 2 month contract, to start some time in February. The work can be done remotely. This is a full time contract, and I expect it to be on par with industry wages.

We’re on schedule to finish the game by the summer. The game is being developed for High Definition and Standard Definition TV resolutions. It’s played from a side view, like a classic 2D platformer game (Super Mario Bros, etc…).

Visually, we’re aiming for a strong, smooth, possibly iconic vector illustration look for the game. 2D animated characters on layered scrolling 2D scenery. Behind the scenes is a capable 3D game engine, and 2D physics engine, though we’d like the game to have a 2D animated feel.

The game features scenes of cartoon violence. No gore, just something in the vein of classic Road Runner cartoons.

To get an idea what the job would entail, you’ll be working with us initially to establish the background look. Then you’ll be working with the 3D modeler and level designer, designing backgrounds and foreground parts for the game, breaking them down for the 3D modeler to reproduce in our tools, and creating any textures needed to achieve the look. Then a similar process for the menus. After that, we’d like to work with you on the character, props, and get your feedback on the HUD and other things found in various parts of the game.

To be able to test the game, you’re going to need a relatively modern PC running Windows XP with a relatively modern video card.

Experience with Flash, ToonBoom, Blender, or any 3D experience is a plus.

To start, I’d like to see portfolios, and any emphasis on background works would be beneficial. Prop, menu, and character work is a plus. You can send them to jobs@sykhronics.com. I’d prefer website links, but if you’d like to e-mail something, try not to let it exceed 10 MB.

Candidates we like, we’ll be getting back to for a quote in the next couple weeks. Anyone we don’t get back to, my apologies, but we have a specific style we’re trying to nail with this game.

Thanks,

Mike Kasprzak
Sykhronics Entertainment
Contact: jobs AT sykhronics.com


Filed under: The Business of Things and PuffBOMB
Comments: 3 Comments

Sketches and Website 2007
Posted on 01.06.07 by Mike K @ 1:51 pm

I’m actively preparing for … some event. ;)

On my to-do list for this miraculous day, is cleaning up the web sites. Well, I’ve finished 1 so far, the Sykhronics web site.

www.sykhronics.com

It’s not functional, but I think it looks cooler/more professional than before. I’ll make it usable at some later date.

Since it’s a new month, here’s a couple notable images from last month. The first is are a little sketch I did for each of my grandmother’s in their Christmas cards.

And one for my aunt.

Oh, and happy new year.


Filed under: Stuffing and The Business of Things and Scribbles
Comments: None

Teenage Indie Game Dev Ninja Turtle
Posted on 07.22.06 by Mike K @ 7:15 pm

I guess I’ve been involved in games a long time. Doing “amazing” things with “PRINT” on the Commodore 64 at the age of 9, and promoting a cheesy Zelda/Final Fantasy hybrid online at 16. Just to give some perspective, the year was 1996, and the game was called Legends of Tidal, a game the Internet has forgotten. Then there was all that game industry experience, but *pshaw*, nobody cares about that.

Looking back, while most kids were out doing what kids do, I was busy being fascinated with and making video games. Inventing concepts, characters, scenarios, a healthy creative mind at work, with programming and art mixed in for good measure. Sure, they were Final Fantasy clones and 2D plaformers, but *I* thought they were cool.

Before the Internet really took off, the tech savvy of us communicated through BBSes, that is, assuming we communicated at all. Being the computer geek I was, that didn’t really make me all that social. I was never (much) the kid that never talked, but I was certainly not the corner stone of social structure. A topic of the social structure perhaps.

As expected, I made friends in BBS land. Mostly others interested in game development or even the demo scene. And for times, I was part of demo groups and pseudo “game company” alliances with friends. I look back and laugh remembering how much of a nervous dork I was anticipating the first time I attended a gathering of our “demo group”, but hey, I must have been 15, and not part of the social structure.

And a side note, I still get a kick out of every awkward aspect of Real Life and aliases. Referring to real people as Dragon, Narfy, Llama, and Tsu amuses me to no end. Even that pause as you attempt to remember Tsugumo=Jeff, so you don’t look like a complete jackass in front of those not in the loop, priceless. :D

But the point I’m trying to get across was BBSes were personal, in that you’d show your projects to remote friends in much the same way as local friends. Directly. I’m not saying you couldn’t spam people back then, but in my experience back then, you didn’t. It generally felt different. After all, you could be merely be 30 minutes to an hour drive away from everyone in the community. Then came the Internet. While the Internet can be personal, it’s also global, mass market, and when you had a presence, it seemed you were more than an individual. This post, as far as scale is concerned, is addressed to all that trip over the internet and find their way here. It’s structure isn’t how I’d talk to an individual. Again, it’s not that you couldn’t do this before, but finding many like minded individuals on niche topics wasn’t common. When we as game development kids stepped in to this brave new world, everything changed.

Being on the net was huge. We suddenly gained the ability to market our products. Not with money, but net presence, word of mouth, and links. It wasn’t until then we began to think of our products as products. Promotion up until now was merely showing off to friends.

In learning to promote, we were suddenly creating and promoting two products. The first product for many became our brands or “company” identity. We’d design fancy-ass websites with Comic Sans MS, Photoshop Lens Flares, and animated Gif’s. And second (or 3rd, 4th, …), we’d promote our games. We’d hack in screenshot taking code, convert them to Gif’s, place them on our websites. Shortly after, we’d contact people to get us listed and generally get the word out.

Then came the chores. You’d want to update your site regularly, to reassure your fans that you’re making progress. But truth be told, you weren’t a “real” game development operation. It was a hobby. Lack of progress often frustrated you. And this is where many projects died in extravagant “hard drive crashes” or other horrific top secret events.

What started as a mere few good game development weekends produced something cool, then you got all caught up in promotion. There was never any game development structure, we were just having fun. After the game was somewhat playable, promotion was the new fun thing. You’d get a good feeling every time someone linked you, and an even bigger feeling when someone had something good to say. It was the chore tasks of game development that we procrastinated, thus having many games never go beyond the “tile engine demo”.

In retrospect, it never mattered. ’cause hey, you’re a kid, and you should be doing something fun. You’ll do the boring when you grow up and get a job.

Now if only we realized that back then. It could have saved all those months of being annoyed with yourself for doing nothing, in attempts to motivate yourself. That way, we could have focused on whatever random project you wanted to try this week. And after a few years, we’d have had lots more little things. And not to mention, know more about game development.

Beh… kids.


Filed under: Stuffing and The Business of Things and Nostalgia
Comments: None

Google knows…
Posted on 02.05.06 by Mike K @ 12:37 am

One way to know if you’re established on the net.

Google Knows...

I can’t even remember what it used to recommend instead of Sykhronics, but I’m glad to have finally made an impact. Woo. :D


Filed under: Stuffing and The Business of Things
Comments: None

Welcome to Sykoland
Posted on 02.04.06 by Mike K @ 1:35 am

Makes you think... or not.And here we are. Hopefully, it’s the start of a more regular practice. You’ve probably read the brief Manifesto to the right. This was written some 9 months ago. And now, since things are a tad more orderly, it’s time to expand on that.

Sykhronics, pronounced “psi-cron-icks”. A branding of Mike Kasprzak’s independent game works. Established in 1998, replacing my older branding Gamma Flare Games. After bouncing around the gracious hosting of a few friends, I acquired the “dot com” in 2000. Sykhronics served my purposes as a portfolio site to nab me a job in the game industry, and did so in late 1999.

After some time at Sandbox Studios, who was later bought by Digital Illusions, then leaving to help a friend establish Big Blue Bubble in 2004, mid 2005 seemed like the right time to get started on my own thang. I used to joke about “retiring” at 25. In a way, I did.

Sykhronics Entertainment. Still a branding, but now also a legal Canadian company. A sole proprietorship owned and operated by Mike Kasprzak, registered in late 2005. Fancy biz license and everything.

Wow, all professional like.

Check out that slick $4 Walmart frame. Now that’s professionalism at it’s finest.

The big plan behind Sykhronics Entertainment is different than what I’ve done in the past. Rather than the big studio atmosphere, with dozens of team members and projects, it’s more simple. An independent game developer, small and collaborative, in many ways similar to the crew behind a collaborative music project, or an indie comic. So while the team may dramatically change from project to project, when I’m in a significant role, you’ll see Sykhronics brandings.

What started as a remake of PuffBOMB, a small team is currently working on the untitled debut game for Sykhronics Entertainment. The current collaborators are:

Mike Kasprzak of course, being the founder with significant programming roles on 8 published titles for Gameboy Color, Gameboy Advance and Playstation out there. And also, a hit freeware game PuffBOMB, that may have encouraged this whole prospect of actually pulling something like this off. Currently doing code and art, and other tasks to be determined.

Richard Kasprzak, yes, Mike’s younger brother. He’s previously worked on a few mobile phone games, and worked with Mike way back when on several released and unreleased Gamma Flare Games projects. Currently doing code and tools, and other tasks to be determined.

Currently, we’re operating as indie as you can get, from my parents basement. I did a fine job building and furnishing my studio here during my time working for others, so it’d be a shame not to use it. ;)

And that’s Sykhronics today. Next up, the project.


Filed under: The Business of Things and Scribbles
Comments: 2 Comments

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Too Normal is about Mike, a kid with a healthy game making history.  From a youth of Indie Game development, to game industry code monkey in '99, to the adventures of establishing an Indie Games studio in 2005.

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