Welcome to the last part of our three-part series on finding work you love. During the first week, we covered getting published. Last week, we touched on finding work as a creative, in-house. This week, we’ll discuss freelancing, which is a blanket term for working on your own, either at home, in-house, with a single outfit or with many. In fact, freelancing takes on so many forms, it’d be impossible to cover them all in one blog post, so this is going to be a pretty broad discussion. The good news is, you may find the tips and pointers here could also be applicable in any job situation!
So! Right off the bat, I think it’s important that we start with a few definitions of terms I’ll be using, in case any of this is new to you.
· A freelancer is a person who works on their own, usually engaged in one or several projects which benefit themselves. Freelancers do not employ others. My work as an individual artist currently falls under the category of freelance since I do the work myself as a means to make money for myself.
· An entrepreneur is someone who starts a company, usually with the intention of building it into a business. They may start out as freelancers. Entrepreneurs may also hire freelancers to help get the necessary tasks accomplished for their company, and may even have full-time staff they employ. My work with Gloryhound could be considered an entrepreneurship situation. I hire freelancers from time-to-time for one-shot projects here and there, but also take on much of the work myself.
· A business is a company or other money-making operation which can run and be profitable without the need of its owner. Businesses hire freelancers and employees alike. Gloryhound does not operate as a business, because I am still integral to its success and I frankly have no desire to turn it into such a thing until it becomes able to sustain more than myself on a payroll situation.
· Capital is money. Venture capital is money invested into a business or entrepreneur to get things started with the understanding that a certain percentage of the company will be owned by the investor until it is profitable enough to buy the investor out. If the business goes under and the venture capital is lost, unless an agreement is in place that essentially marks the money as a loan, the investment doesn’t need to be paid back. A loan is given to a business as any loan is – with the understanding that it will be paid back, usually with interest, even if the business fails.
Some of that may sound complicated, and you may be wondering exactly why someone would choose to be a freelancer at all. To most freelancers, the answer is as simple as the implied freedom, itself. To others, it’s the only means by which they can get work at all in a given field, such as consulting. Still to others, it’s the best way to earn a passive or secondary income stream, or a means to get one’s foot in the door for a career change.
Whatever your reasons for becoming a freelancer, you will always go into such work with the understanding that you’re trading stability for freedom. Stability is a relative term, of course. In our time, it’s not unusual for companies to surprise hard workers with layoffs, even during an economic upswing. Freedom, too, is relative. You may find that while you’re free to go to Starbucks at any hour of the day or night, browse the internet on a whim or simply take a week off, you’ll still need the discipline to do the work that’s necessary to eat and pay the utility bills. The long and short of it is that freelancing isn’t for everyone, but that’s okay. More often than not, a combination of steady income from a regular full-time or part-time job can help cushion a full or partial transition into freelance work.
As a creative, your first step in becoming a successful freelancer should be to gather materials together for a portfolio. You’re probably tired of hearing me say it after two other entries advising the same thing, but it really is that important. Persons looking to go 100% freelance and especially those just starting out have the most necessity to keep several portfolios, as they may be keen to do several types of work in order to make the mortgage for the month. Often, as a freelancer goes on with his or her career, they will narrow their efforts down to just a handful of things they’d like to be commissioned to do, narrowing that list down to just one or two as their reputation and list of clientele builds.
Finding work should be a near-constant priority for you, but luckily in the age of the internet, it isn't difficult to access resources which can help you. Sites like Elance and Craigslist offer "gigs" and other one-shot jobs which you can place a bid for. Placing a bid is just as it sounds - you bid to do the work in the alloted time, show them your portfolio, name a price, and wait to hear back. Most freelancers actively seeking work will start their mornings by placing several bids to projects they're interested in, each day, until they are selected. Indeed, it may take several tries and there never are any guarantees, but the more bids you put in, the more likely you'll have a callback.
Selling yourself properly, as always, requires you know and understand your own strengths. You should be cold-calling or sending submissions to places that do work similar to the work you enjoy doing, to be most effective with your gig-search. If you want to be a comic book artist, send comic book samples, not pin-up art, to companies you'd like to work with.
Local businesses often need writers, illustrators or graphic designers for one-off projects such as brochures, newspaper ads, blurbs or other promotional material. You may even find odd-jobs such as painting storefront windows. Keep your portfolio handy - have it online and easy-to-access via smartphone in case you come across a place you may like to do business with throughout your the day.
Turning things around promptly and being professional about handling the work you have coming in is as essential as landing the gig. If a client doesn't give you a clear deadline, then assume it is due, yesterday. Don't slack off just because your job isn't of the punch-in from 9 to 5 variety. Set aside certain hours of your day to get the work done. If you have an outrageous deadline but a golden opportunity with a project, don't be surprised if you have to cancel plans you've previously made to get it done.
Get money up front, always. I usually ask for at least half, depending on the work. Most businesses and entrepreneurs will lay out a cost breakdown, and some who do the same type of work over and over again will clearly display their rates on their websites -- that's a great way to present your expectation of compensation to the client and allow for negotiation.
Always, always, always have a contract in order for your work. There's nothing worse than a client who doesn't pay, excpet for a client who doesn't pay when there's no contract in place, obligating him to pay. Search online for sample contracts that lay out expectations of payment for services rendered, and tweak those to the job you are doing.
Hopefully, most of your clients will be good ones! You should keep a book of references from these, with letters of recommendation from each one if you can get it (and most are happy to write one). Have your happy customers send a short letter talking about the excellent service they received from you and the job you did. Use this to promote or take it with you when talking to business prospects and scoping a new gig.
You will of course, have to deal with taxes at the start of every year, just like everyone else. You'll fill out a 1099-Misc form, which will require itemizing each and every dollar you made and the things you spent money on for your freelance or business endeavor. Entrepreneurs and businesses will, throughout the year, issue W9 forms to the freelancers they employ, to show the IRS that money was given to a person to perform a task, and they in turn will fill out the appropriate tax forms when April rolls around. Taxes can be pretty hard on freelancers, and especially new ones. I advise people that the safest way to assure you've got enough in the bank to pay "the man" is to hold back one-quarter of what is earned for each gig, for tax purposes. Depending on your state and your tax situation, you may wish to hold back more. I have heard some people advise that half is optimal, though from my experience it seems a bit excessive.
When your freelancing endeavors become profitable enough to warrant employing others, consider seeking out freelancers to join your team. Delegating tasks you yourself don't enjoy doing, or those you know that someone else can do better, is a great way to run a small business.
I hope you've enjoyed this brief look into the various jobs available to creatives in the working world and how to break into them. I will be doing more entries like these in the future, and hopefully in greater detail. For now, love what you do, and get out there and work in what you love!

A blog for those of us trying to build an audience and get our stories out to the world! Presented by Dawn Best and Gloryhound Network
Friday, June 14, 2013
Friday, June 7, 2013
Getting Work You Love: Working In-House
Last time we touched on the things you must do in order to pursue a published gig as a creative. This week, our three-part series continues with explanations on what it takes to make it in-house.
This entry is all about getting an office job as it were – an in-house job is one where you go in, 9 to 5 to do some creative work. I currently have a job like this and as head of the design department, I get to look at all the candidates who hope to get work of this type. Some are exceptional, but many are lacking in some very basic but very key components.
To start, let’s look at some job titles usually carried by in-house creatives. They are:
· Designer
· Illustrator
· Photographer
· 3D Modeler
· Concept Artist
· Art or Creative Director
· And the list goes on…
Now - to reiterate what was said in our last entry - if you want to work in jobs like these, you need a portfolio. I’ll say it again. Artists. Need. Portfolios. I don’t care if you’ve never worked as an artist before in your life – if you have a portfolio, you have 90% of what is necessary to be hired as one. If you don’t, then you basically have nothing. You may laugh or you may cry, but 9 times out of 10, when it comes to immediate rejections, the reason is always the same: the person failed, in their introduction letter or resume, to provide samples of their work, be it a link to an online gallery, a disc, or prints.
As a person considering you for a job centered entirely around your ability to create and to do it well, I simply must see what you’re capable of. Goes without saying that I’d rather see you send a portfolioand no resume than vice versa. And I want to see your best stuff, only. Look again to our first entry for some basic tips on creating a great portfolio.
What goes into your portfolio for an in-house job is, as always, up to you but you would serve yourself best if you had some work that was similar to the type of stuff you’d be doing for the company. As an example: an employer may be impressed by your show-accurate rendition of Sailor Moon, but if you’re applying for a graphic design job for a healthcare company, you’d be better suited bringing some brochures you’ve laid out and leaving the illustrations at home. Competition for these jobs, especially when advertised in papers or online, can be pretty fierce so don’t think you can get away with bringing your C-game.
If you don’t have anything that would fit, then instead of creating something specifically for that company, you should first take inventory of what your portfolio does show, and question whether or not you’d want a job within that particular industry. Be honest with yourself. If you’ve got a portfolio crammed with illustrations of motorcycles and edgy ads, then a position at Harley-Davidson might be a great fit for you, whereas a job in-house with a vacuum cleaner company, might not. It’s worth your time to seek out a job you love because unlike published and freelance gigs, you can count on spending loads of time within the company’s walls, and that means immersing yourself in their brand. Want to be happy as a creative person? Remember to seek out work you love, and not just work you “can do”. Always and in any economy.
Too, you’d do well to understand the hierarchy of jobs within the design/creative fields. Generally speaking you have: Entry-level or junior designers (jobs for people right out of college or new to the field). Designers and senior designers (both for people with some experience), art and creative directors (the management), Marketing Managers, CMOs, COOs and Presidents (the bosses of the bosses). Feel free to apply to any job, but make sure you have had experience in the field before you expect to break into anything above the basic “designer” level.
You should know basic business etiquette – dress well, not too much perfume, flat shoes, etc. Even if they say the initial interview is casual, dress smart. Again, you’ll be spending a lot of time within the company, and the people in charge want to make sure you’ll fit in with them during those hours. Oh – and please… Don’t bring your cellphone to the interview, or at least shut it off. Don’t bring your mom, either.
So, what about the resume? Do bring a resume. Simply show that you’ve had a good working history. Try to avoid gaps - If you’ve freelanced, then make sure that’s in there, too! As I said, this isn’t as important as the portfolio, but some firms put a stupid amount of emphasis on college and previous work – and frankly, companies like that are often clueless about hiring a good designer, so don’t feel bad if you don’t get a job there because of these things. Speaking for myself, I mostly use resumes to keep tabs on contact information for candidates I’m interested in, so make sure a working phone number and email address are both present on your resume. Oh – and answer your phone if you get a call or at least call-back in 24 hours!
See you next week, where we'll discuss how to get work as a freelancer!
Saturday, June 1, 2013
Getting Work You Love: Getting Published
Welcome to part one of a three-part series on getting work that you love! The first chapter I'll be covering today will be good for writers and artists alike who want to get their work in front of the masses in a publication of some sort, a book or other media of their own creation. Next week, we'll explore working in-house for a company as a staff creative on salary. After that, we'll dive into going freelance, where these two worlds are more or less combined.
If you're an artist or writer, then one of your big goals may be to see your work in front of the eyes of millions. To get published nationally or even internationally is an aspiration of many, and in this day of the Internet, instant feedback and endless avenues for exposure, it's something which can be achieved far more easily than in years past. Of course, competition is still fierce and not everyone has a spot available to test-drive a new talent, so preparation and all-around excellence must be expected of anyone wanting to get into the game.
That first bit about preparation and excellence starts with having a portfolio you can be proud of. To those of you who do not have a portfolio which is either online, in a book, or preferably, both, pay very close attention: You. Must. Have. A. Portfolio. This is true not only of this first exploration into the world of the working creative seeking to be published, but those looking to become in-house and freelance artists as well. Nobody will care that you're an artist or a writer until you have a portfolio together.
So how do you go about making a portfolio? Simple! Follow these two rules:
Now, if you are looking to get published somewhere, I assume you've done your homework and have pinpointed a few publishers which already do work you'd either like to be a part of creating, or which publish things similar to the idea which you'd like to have published. If not, you simply must do that.
Too, you have to research who's hiring. Some outfits aren't actively seeking new talent, and you very likely won't get anywhere with them by sending blind submissions in. And I'm not saying that if it's a dream of yours to work for a company of this type that you shouldn't send things in, but you certainly shouldn't feel discouraged if, in doing so, you don't hear back from them. Save the "not hiring" crowd for last or skip them until they are hiring.
Most publishers have strict guidelines when it comes to how, when and where they accept submissions. Some comic book companies only accept submissions from artists attending conventions and stepping into their portfolio reviews, while others want small files to be emailed to them, and still others have long, extensive processes which artists and writers need to follow to a "t" if they want in. Of these, I personally prefer the portfolio reviews. Not only do you get to meet people in the industry, face to face, but you get instant feedback on your work -- so even if you don't get hired, you'll very likely walk away knowing what needs fixed in order for you to do so. Especially if you're just starting out in comics, go to these whenever possible.
As for writers, the process is much the same, but I've not heard of a live portfolio review for writers happening anywhere, so you may be relegated to sending your stuff in, only. It's a little tougher for writers to break-in to comics, as well. Many places simply aren't looking for new stories as much as they're looking for artists to help bring existing stories to life. That should not discourage you, especially if you're good. Here again, pinpointing a handful of publishers you really want to work for is key, and follow-up as well as persistence is too. It doesn't hurt to get to know the people you'd potentially be working for either, by seeking them out at conventions and taking genuine interests in the kinds of things they're working on at the moment, and the type of things they're looking for in a writer for that series.
One of the other avenues writers take, and artists too (though I'll say, to a lesser extent) is to find an agent. Especially if you're looking to write a novel, you should seek out the most current volume of literary agent lists, such as "The 20XX Guide to Literary Agents" which is published each year and available on Amazon.com. An agent will take a look at your work (your portfolio) and if you're marketable, match you up with a publisher. In exchange for this magical service, they'll then take a fee out of your book sales once it's on the market. It's oftentimes a lengthy process, and agents aren't quick to accept just anyone so several inquiries over several months or even years are often necessary. But again, if you're persistent and the quality of your work continues to improve with each submission, you'll eventually break in.
One final note for writers of novels especially, here -- there are several scam publishers out there. They're easily recognizable by the copious amounts of money they require you to sink into them supposedly publishing your book, before publishing it. Be aware that the majority of real publishers have the money to front the costs for a book they believe will sell, and unless you're self-publishing, the amount of money spent to publish your work should be no more than the cost of postage to send your submission in.
No matter what avenue you've taken to get published, and no matter your skill level, preparedness, or how long you've been working towards your goal, you can pretty much count on one thing, only: Rejection letters. And that's hardly a bad thing!
Most rejection letters will leave a sting the first time you read them. Don't worry, though, as the sting gets duller the more you see them. Too, most won't be particularly helpful in terms of what's required for you to break through the red tape and get your work published. Editors usually have their desks cluttered with submissions on any given day, and a detailed response to each creator about the particulars of their work -- what works and what doesn't -- would be impossible. Those that do point out what needs to be fixed should be cherished, saved, even framed. A thick skin may seem necessary when an editor criticizes your work, but it isn't. Seeing their critiques for what they really are, is.
Here's the biggest secret about editors that practically nobody will share with you: Most of them aren't talent-hating-know-nothing-jerks. Almost all of them want you to succeed, and they want you to do better. If an editor has taken the time out of his or her day to tell you, specifically, what you missed the mark on, it's because you're so very close to being someone they'll hire, fixing these nuances, big or small, will put you over the edge.
And now it's time for a breakdown.
In review, here are the main points to getting published which you should remember. Feel free to copy and paste these, and stick them on your wall, next to your rejection letters, until you're published:
See you next week, where we'll discuss the ins and outs of working in-house!
If you're an artist or writer, then one of your big goals may be to see your work in front of the eyes of millions. To get published nationally or even internationally is an aspiration of many, and in this day of the Internet, instant feedback and endless avenues for exposure, it's something which can be achieved far more easily than in years past. Of course, competition is still fierce and not everyone has a spot available to test-drive a new talent, so preparation and all-around excellence must be expected of anyone wanting to get into the game.
That first bit about preparation and excellence starts with having a portfolio you can be proud of. To those of you who do not have a portfolio which is either online, in a book, or preferably, both, pay very close attention: You. Must. Have. A. Portfolio. This is true not only of this first exploration into the world of the working creative seeking to be published, but those looking to become in-house and freelance artists as well. Nobody will care that you're an artist or a writer until you have a portfolio together.
So how do you go about making a portfolio? Simple! Follow these two rules:
- Fill it with your best work.
- Fill it with works that showcase the type of stuff you'd like to be doing.
Now, if you are looking to get published somewhere, I assume you've done your homework and have pinpointed a few publishers which already do work you'd either like to be a part of creating, or which publish things similar to the idea which you'd like to have published. If not, you simply must do that.
Too, you have to research who's hiring. Some outfits aren't actively seeking new talent, and you very likely won't get anywhere with them by sending blind submissions in. And I'm not saying that if it's a dream of yours to work for a company of this type that you shouldn't send things in, but you certainly shouldn't feel discouraged if, in doing so, you don't hear back from them. Save the "not hiring" crowd for last or skip them until they are hiring.
Most publishers have strict guidelines when it comes to how, when and where they accept submissions. Some comic book companies only accept submissions from artists attending conventions and stepping into their portfolio reviews, while others want small files to be emailed to them, and still others have long, extensive processes which artists and writers need to follow to a "t" if they want in. Of these, I personally prefer the portfolio reviews. Not only do you get to meet people in the industry, face to face, but you get instant feedback on your work -- so even if you don't get hired, you'll very likely walk away knowing what needs fixed in order for you to do so. Especially if you're just starting out in comics, go to these whenever possible.
As for writers, the process is much the same, but I've not heard of a live portfolio review for writers happening anywhere, so you may be relegated to sending your stuff in, only. It's a little tougher for writers to break-in to comics, as well. Many places simply aren't looking for new stories as much as they're looking for artists to help bring existing stories to life. That should not discourage you, especially if you're good. Here again, pinpointing a handful of publishers you really want to work for is key, and follow-up as well as persistence is too. It doesn't hurt to get to know the people you'd potentially be working for either, by seeking them out at conventions and taking genuine interests in the kinds of things they're working on at the moment, and the type of things they're looking for in a writer for that series.
One of the other avenues writers take, and artists too (though I'll say, to a lesser extent) is to find an agent. Especially if you're looking to write a novel, you should seek out the most current volume of literary agent lists, such as "The 20XX Guide to Literary Agents" which is published each year and available on Amazon.com. An agent will take a look at your work (your portfolio) and if you're marketable, match you up with a publisher. In exchange for this magical service, they'll then take a fee out of your book sales once it's on the market. It's oftentimes a lengthy process, and agents aren't quick to accept just anyone so several inquiries over several months or even years are often necessary. But again, if you're persistent and the quality of your work continues to improve with each submission, you'll eventually break in.
One final note for writers of novels especially, here -- there are several scam publishers out there. They're easily recognizable by the copious amounts of money they require you to sink into them supposedly publishing your book, before publishing it. Be aware that the majority of real publishers have the money to front the costs for a book they believe will sell, and unless you're self-publishing, the amount of money spent to publish your work should be no more than the cost of postage to send your submission in.
No matter what avenue you've taken to get published, and no matter your skill level, preparedness, or how long you've been working towards your goal, you can pretty much count on one thing, only: Rejection letters. And that's hardly a bad thing!
Most rejection letters will leave a sting the first time you read them. Don't worry, though, as the sting gets duller the more you see them. Too, most won't be particularly helpful in terms of what's required for you to break through the red tape and get your work published. Editors usually have their desks cluttered with submissions on any given day, and a detailed response to each creator about the particulars of their work -- what works and what doesn't -- would be impossible. Those that do point out what needs to be fixed should be cherished, saved, even framed. A thick skin may seem necessary when an editor criticizes your work, but it isn't. Seeing their critiques for what they really are, is.
Here's the biggest secret about editors that practically nobody will share with you: Most of them aren't talent-hating-know-nothing-jerks. Almost all of them want you to succeed, and they want you to do better. If an editor has taken the time out of his or her day to tell you, specifically, what you missed the mark on, it's because you're so very close to being someone they'll hire, fixing these nuances, big or small, will put you over the edge.
And now it's time for a breakdown.
In review, here are the main points to getting published which you should remember. Feel free to copy and paste these, and stick them on your wall, next to your rejection letters, until you're published:
- Put a portfolio together.
- Put things in your portfolio which are awesome.
- Put things in your portfolio which are of the type of work you'd like to be doing.
- Don't be afraid to cater your portfolio to a specific publisher by tweaking the body of work you showcase, relevant to the work you see yourself doing for a given publisher.
- Send your samples to everyone who is hiring.
- Send samples to a few places who aren't hiring, but don't be discouraged if you don't hear back from them.
- Follow the rules when sending submissions. Even if they're tedious.
- Take your stuff to a convention portfolio review and get a professional opinion.
- Seek out several agents and submit your works to them.
- Expect rejection letters. Even if you're the best artist/writer in the world.
- Don't take rejection letters personally.
- If you get critique, take it as a compliment to your potential, not as an insult.
- Improve
- Keep sending things in and don't be afraid of rejections
- Understand that breaking-in is hard work.
- Take reality checks in stride. Remember - if someone "you're better than" is doing work and you're not, it's very likely they worked harder than you did, faster than you could, or they actually are better at art or writing than you are. Don't get discouraged. Just improve.
See you next week, where we'll discuss the ins and outs of working in-house!
Friday, May 24, 2013
Know Your Value
Next week I will start a series of entries pertaining to getting work in a creative field. So many people have great potential to be very profitable in this arena, and I thought a good introduction to becoming a paid professional might be to first discuss individual price. After all, I imagine if you’re an artist (or writer, or other type of creative) you have likely asked yourself this question: “How much is my stuff worth?”
There are obviously no easy answers, here. What you’re worth is based on several factors, including the time you put into your craft, your experience, the cost of supplies needed, who you’ve worked for in the past and the list goes on. It seems the only way you’ll know for sure what to charge is by sticking your neck out there and seeing who buys. That can make for a tough reality check on both ends. If you’re pricing yourself too high and people aren’t buying, then you either need to lower your price or up the quality of your work to match. If you’re too low, then people will be slow to offer you more money when you come asking for it later, or you’re just plain risking burn-out on things which don’t afford you much incentive.
As I said, there’s no singular easy answer to the question of what you may potentially be worth, but you should know that you can decrease the risk of missing your mark in terms of pricing, by taking a good hard look at your value.
As I said, there’s no singular easy answer to the question of what you may potentially be worth, but you should know that you can decrease the risk of missing your mark in terms of pricing, by taking a good hard look at your value.
So, first, I might as well explain what is meant by the word value: It is not simply the base price that someone is willing to pay for your work. It is not how many things you can do, how many hours you can work and certainly isn’t being everything to everyone. Value is specific to your area of expertise. It’s what makes you marketable. It is your unique selling proposition.
Some of the things which could be seen as valuable are found in the quality of work you provide, but others are less tangible and are based solely on perception. Here are but a few examples:
· A carpenter spends all of his extra cash on supplies to make designer cabinets. He buys fine woods and custom-made hardware which he imports from Italy. The separate parts of the pieces he creates are, on their own, worth large sums of money and he only carves very simple designs into each piece so as not to distract from the delicate nature of their already-present details. He finds he can charge more for his work than it costs to make it, even though his art has value largely because of the pieces used and not necessarily the craftsmanship which goes into it.
· An artist works in an exquisite style uniquely her own to craft necklaces. The pieces she uses to make the necklaces aren’t particularly expensive, and in fact the cost to make one is likely to be under $20 a piece. Still, she is able to sell them for hundreds of dollars, all because of the fine work she and she alone is capable of producing. In this example, the unique style and attention to detail are what give our artist the most value and are the reason she can charge more than the $20 it costs her to make the necklaces.
· A writer has a regular column in the New York Times. He has published several best-selling novels and currently works as a freelancer and ghost-writer, charging top-dollar for commissioned pieces. He has a unique style of writing, but has been paid well for writings of under 100 words which wouldn’t necessarily show this. His name is well-known and he is able to command a higher salary because of it.
Value can give your customers more than what they’d get when paying for average work, and because of it you should expect a reasonably higher price for it. But what about the opposite? Far and away, offering a discount has become the norm when it comes to being competitive in any given market space, but you should be aware that in today’s world and yes, even in a crummy economy, people can and do respond negatively to discounts. It’s human nature to wonder what’s missing or wrong with something offered at a discount, while value, on the other hand, is almost always respected, even if a decision to purchase isn’t made as quickly.
It’s also important to note that value is in the eye of the beholder. Not everyone will think your stuff is worth the money, but that’s okay because you shouldn’t be marketing to those people in the first place. If you’re an artist who paints beautiful portraits of family pets, you would certainly have more success seeking out dog and cat enthusiasts than you would people who build model airplanes. Effective marketing not only helps your customers get the most for their money, but it helps you by assuring your client list is full of people who love what you love to do, and not just anybodies looking to get a piece of art done on the cheap.
If you know your value, then you can better assess your price even in a market which seems to be competitive in terms of discounts, only. Take the time to find out what the basic model is going for and instead of lowering your costs, raise them based on your value.
Saturday, May 18, 2013
Tips for Getting a Kickstarter Fully Funded
The following blog entry appeared on Dan Miller's 48Days.net site, where I am but one of many hundreds of members. It's a great place for creative people to meet and discuss ways to further their careers and I highly recommend checking it out if you haven't, yet. Anyway -- I was delighted by the response to this post so much that I've gone ahead and made the entry public. You all might also be happy to know that among other things, I'm currently writing a book about this subject. More on that, soon!
In February, I launched a Kickstarter for my newest comic book endeavor, "Sylvanna". I was only seeking $3,000 and with the work I'd already put into the project, I fully expected it to be successful in the end. What I didn't expect, was for the project to be funded in less than 24 hours from its start, and to more than double its original goal by the end. Here, in a nutshell (hey, I have to save some of this for the eBook!) is how I did it:
In February, I launched a Kickstarter for my newest comic book endeavor, "Sylvanna". I was only seeking $3,000 and with the work I'd already put into the project, I fully expected it to be successful in the end. What I didn't expect, was for the project to be funded in less than 24 hours from its start, and to more than double its original goal by the end. Here, in a nutshell (hey, I have to save some of this for the eBook!) is how I did it:
- I built up some hype. Before the Kickstarter launched, I told everyone I knew about my intentions. I made a website, I posted on forums, and I engaged everyone on my social media networks, letting the masses know that I was on the verge of crowd-funding my new comic series. I did this for about a month before launch, in fact. Some people make the mistake of launching a crowd-funding project and then reaching out to potential funders. Understand that you lose precious time (and therefore backer money) when you do it this way. Give your audience time to get their finances together and to budget so they can get behind you 100%.
- I used my "unfair advantage". I'm a known artist. Well, almost! I'm known to a very select and elite group of people who grew up in the early 2000's reading Archie's Sonic the Hedgehog comics, which I was a penciller for. This audience, for as young as the people were when they first saw my published work in those books, is very loyal. I have fans who have become friends, and some whom I've never met, who are excited to support whatever project I'm doing and especially if it taps into the same reasons they loved my work on Sonic. Needless to say, these fine folks were more than happy to contribute to my Kickstarter, and all I needed to do was make them aware of it and give them time to contribute (see point one). You may not have this kind of background yourself, but it's worth asking -- what is your specific unfair advantage? Understanding that there truly is no such thing as an unfair advantage (unless you are acting unethically of course!) is sometimes the first step towards taking the best advantage of it.
- I considered my audience. Knowing that the people whom my project appealed to most were very likely to be young and unable to afford the bigger rewards, was key in not only considering what rewards to offer, but at what level of investment they should be offered at. To that end, I had rewards as low as the $1, $5 and $10 marks, where each was guaranteed a very cool set of prizes for their contribution. This also played into how I advertised, and where. I set up some banner ads before starting my Kickstarter, which were posted on forums and comic sites that people of this age group were known to frequent. It's been said before but bears repeating: Knowing your audience is everything, so make sure you're doing your research so you can market effectively.
- I set a reasonable funding goal for my project. I didn't need a million dollars to launch a webcomic. Frankly, I have had webcomics launch on zero dollars, before. Most people who came before me in this arena, in fact, were looking for far less than $3,000 for their Kickstarters to take off. I risked being called out for this in the worst way possible if I'd asked for an insane amount of money -- and that was people not backing me because they saw me as funding my wallet and not the project. Be aware that the modern consumer is savvy and will check to see that you're not being unreasonable with the amount of money you claim to need for your given venture. Too, Kickstarter and IndieGoGo have rules that prohibit "fund your life" projects. Do your research by checking out similar projects, first, and determine exactly how much you absolutely need before you launch. Don't forget to factor in such things as shipping and hiring costs.
- I had some great rewards... And when I say great rewards, I mean desirable on all levels. Sometimes people who crowd-fund only throw the bare minimum of rewards, or irrelevant rewards at their backers. Things like buttons and bookmarks don't cost a penny, sure, but do they offer much incentive to back the project by themselves? Of course not! You can beat the crowd by giving out cool stuff that people will actually use, and not the least of these is the finished product itself. You should not be afraid to up your costs by throwing in extra value, either! Offer scarce items, or limited editions. Some of my most popular prizes were in fact, those which cost very little to make, but came autographed and personalized. People love things that are once-in-a-lifetime offers so don't be stingy in promoting those!
- I made all of my channels aware of the launch date. And when I say all of my channels, I mean all of my channels and all of my team's channels, and all of my friends' channels and all of my family's channels! It's not as much work as you think! If you have a place where people gather to interact with you, you simply must put out the APB on your upcoming project. Post to those forums, send out social media updates, and alert your real-life friends of course! Since I'm an artist, I did a number of "promo pieces" which were viewed in my more popular galleries online, which happened to mention I would soon be launching a Kickstarter to fund a project which the given piece of art centered around. This drew tons of interest! If you're a writer, you may consider doing the same with your blog, or a musician could easily promote through a Youtube video! It's wide open, and you should leave no stone unturned when it comes to letting people know that you're in crowd-funding mode.
Friday, May 10, 2013
Making Comics: Artist Tools
When I was younger, getting comics wasn't something I'd say was a chore, but it was certainly a task. When you're in small-town Pennsylvania, your nearest anything is often a good half-hour drive out of town, so getting a hold of anything as exotic as a new issue of a comic book becomes something of a ritual. These days, if you want a new issue of something, it's often as easy as opening iTunes and waiting for it to download. If not, then you can go online and read a webcomic or find a synopsis within a review if you're particularly lazy and/or broke.
Things certainly have changed when it comes to how we access and consume comic books, but the same can't really be said for how the comics themselves are created. And that goes for digital comics and webcomics, too.
Here then, is a run-down of some popular tools needed to create comics then and now:
The Canvas - Your basic 11x17 cold-press bristol board was the standard comic book sketch pad back in the day, and for many of us old-heads, that's not changed. In the olden days, publishers would sometimes send you complimentary boards if you were working on one of their books, but it's certainly more common to request the artist purchase their own. I like Blue Line Pro boards which you can order online, but Strathmore makes tablets of 24 boards, some pre-lined, specifically for comic books, which you can purchase in stores.
It's worth mentioning that these days, it isn't necessary to have a physical canvas to work on at all, if you have a drawing tablet and know what you're doing with a graphics program such as Adobe Photoshop or Illustrator. Indeed, and especially with the increasing trend of publishers requiring artists learn to be pencillers, inkers and colorists all in one, some illustrators prefer to work entirely on the computer.
The Drawing Tools - Pencils and pens were the order of the day back when I started doing comics professionally (and that was a decade ago, already. Yeesh!). Not much has changed here either, when it comes to yours truly, at least. As I've said in countless blog posts before this one -- I am a pencil snob. I like a .05 lead in a mechanical pencil the best, and I prefer to work with Staedtler Mars pencils and graphite. For pens, I like Pigma Microns and the oldschool Rapidograph pens you have to load with ink. Some inkers prefer working with brushes and quill pens, as well.
Naturally, techniques aren't staying exclusively traditional in this arena. Vector programs like Adobe Illustrator are excellent for making sleek lines when inking, digitally. Here again, all you need is a tablet, a computer, and the program itself. And, bonus, with Illustrator's pen tool being so versatile, I can say from personal experience that it's not impossible to do some inking with a plain old mouse and forego the tablet requirement entirely!
The Colors - I knew more than a few colorists, back in the day, who were having great success painting colors onto their comic boards using gouache and watercolors. I knew far more who were using Photoshop to color their comic boards, however. It and programs like it are still standards to this day for this reason.
What's interesting about colors, to me at least, is noticing a trend of artists going back to the old ways of coloring a piece of artwork, and this sort of resurgence into using paints, markers and inks. The reason for this is, I think, better scanners, software and printers capable of picking up and recreating the delicate nuances of such media. Many artists, I'm sure, simply prefer to work by hand as much as possible, and some stories just lend themselves better to this more analog approach.
The Typography - One of the many points of fascination within my portfolio comes from the abundance of old Sonic pages that contain hand-lettered text. These are wonderful little treasures, and I would go so far as to call them relics of an age gone by. You simply don't see hand-drawn type any more as computers have become quite good at making good-looking typography.
It wasn't until I was acquainted with some exceptional letterers that I myself started to pick up a few things about the nuances of typography within comic books and how those things should be handled. It's unfortunate, but with the ease of creating text in the computer age, we've lost a bit of the art. So while it's a simple task to put words to comic these days, it's by no means easy to do it well. Checking out a few comics printed some years in the past with hand-drawn letters is, I think, essential to achieving great results with text created by computers.
Whatever your personal preferences and tastes, doing artwork and incorporating design that is both nice to look at and fitting of the work should be your goal. Don't be afraid to try new things... or old things, for that matter!
Things certainly have changed when it comes to how we access and consume comic books, but the same can't really be said for how the comics themselves are created. And that goes for digital comics and webcomics, too.
Here then, is a run-down of some popular tools needed to create comics then and now:
The Canvas - Your basic 11x17 cold-press bristol board was the standard comic book sketch pad back in the day, and for many of us old-heads, that's not changed. In the olden days, publishers would sometimes send you complimentary boards if you were working on one of their books, but it's certainly more common to request the artist purchase their own. I like Blue Line Pro boards which you can order online, but Strathmore makes tablets of 24 boards, some pre-lined, specifically for comic books, which you can purchase in stores.
It's worth mentioning that these days, it isn't necessary to have a physical canvas to work on at all, if you have a drawing tablet and know what you're doing with a graphics program such as Adobe Photoshop or Illustrator. Indeed, and especially with the increasing trend of publishers requiring artists learn to be pencillers, inkers and colorists all in one, some illustrators prefer to work entirely on the computer.
The Drawing Tools - Pencils and pens were the order of the day back when I started doing comics professionally (and that was a decade ago, already. Yeesh!). Not much has changed here either, when it comes to yours truly, at least. As I've said in countless blog posts before this one -- I am a pencil snob. I like a .05 lead in a mechanical pencil the best, and I prefer to work with Staedtler Mars pencils and graphite. For pens, I like Pigma Microns and the oldschool Rapidograph pens you have to load with ink. Some inkers prefer working with brushes and quill pens, as well.
Naturally, techniques aren't staying exclusively traditional in this arena. Vector programs like Adobe Illustrator are excellent for making sleek lines when inking, digitally. Here again, all you need is a tablet, a computer, and the program itself. And, bonus, with Illustrator's pen tool being so versatile, I can say from personal experience that it's not impossible to do some inking with a plain old mouse and forego the tablet requirement entirely!
The Colors - I knew more than a few colorists, back in the day, who were having great success painting colors onto their comic boards using gouache and watercolors. I knew far more who were using Photoshop to color their comic boards, however. It and programs like it are still standards to this day for this reason.
What's interesting about colors, to me at least, is noticing a trend of artists going back to the old ways of coloring a piece of artwork, and this sort of resurgence into using paints, markers and inks. The reason for this is, I think, better scanners, software and printers capable of picking up and recreating the delicate nuances of such media. Many artists, I'm sure, simply prefer to work by hand as much as possible, and some stories just lend themselves better to this more analog approach.
The Typography - One of the many points of fascination within my portfolio comes from the abundance of old Sonic pages that contain hand-lettered text. These are wonderful little treasures, and I would go so far as to call them relics of an age gone by. You simply don't see hand-drawn type any more as computers have become quite good at making good-looking typography.
It wasn't until I was acquainted with some exceptional letterers that I myself started to pick up a few things about the nuances of typography within comic books and how those things should be handled. It's unfortunate, but with the ease of creating text in the computer age, we've lost a bit of the art. So while it's a simple task to put words to comic these days, it's by no means easy to do it well. Checking out a few comics printed some years in the past with hand-drawn letters is, I think, essential to achieving great results with text created by computers.
Whatever your personal preferences and tastes, doing artwork and incorporating design that is both nice to look at and fitting of the work should be your goal. Don't be afraid to try new things... or old things, for that matter!
Labels:
Concept Art,
Illustration and Design,
PUBLISHED,
READY,
Webcomics
Friday, May 3, 2013
The Worst Things Good Parents are Teaching Creative Kids
This past week on Twitter, I lamented the fact that I might soon have to place a banner on the Gloryhound Website that read, in big red letters and 72 point font:
"Don't Go to College!"
I think that would be a pretty huge tragedy. Still, with the costs of education rising to out-of-control proportions and ill-prepared students walking into interviews without the stuff they should have gotten in school to show for all the money they spent, I wonder. And I worry.
Having looked at the issue as someone who's been in the art industry both as an illustrator and a designer for the last decade, I think we need to rearrange some of the common misconceptions out there about taking a job in the creative fields. I believe some of that starts with teaching parents what kinds of conversations are okay to have with their kids who want to get into industries that involve visual art, writing and music.
Here are but a few things that I've heard well-meaning parents tell their kids:
Perhaps if we start here, there will never be a need for me to put that banner up on my website. And that's good, because I sure hope there never will be.
"Don't Go to College!"
I think that would be a pretty huge tragedy. Still, with the costs of education rising to out-of-control proportions and ill-prepared students walking into interviews without the stuff they should have gotten in school to show for all the money they spent, I wonder. And I worry.
Having looked at the issue as someone who's been in the art industry both as an illustrator and a designer for the last decade, I think we need to rearrange some of the common misconceptions out there about taking a job in the creative fields. I believe some of that starts with teaching parents what kinds of conversations are okay to have with their kids who want to get into industries that involve visual art, writing and music.
Here are but a few things that I've heard well-meaning parents tell their kids:
- You need to go to college for art and the opposite: Art school is a waste of money. These are both very narrow viewpoints on art school in general. Speaking as an art school graduate, I can say if you have a child who is skilled at drawing -- and pay attention to the word skilled, here, because your kid can't just draw every once in a while on the margins of his books at school and be expected to get an enjoyable career out of it, then art school is an excellent resource. Please don't be that parent who sends their child off to art school because they needed to go to school for something.
And that's another horrible misconception - if you're telling your kids that they have to go to school, then it's on you if they don't end up doing anything with their lives, mom and dad. Sorry. The fact of the matter is, art school is not a waste of money for kids who have real potential to become artists. Be careful, because college recruiters are some of the craftiest salespeople out there and will gladly tell any schmuck he has what it takes to be the next great designer. Don't buy it if the child doesn't love it, because it is expensive.
And that brings me to my final point on this matter: If you've got a gifted kid and they deserve a good school, make sure they can afford it. As it is with any field, school doesn't guarantee a job. It's the work you put in, after you get the degree, that counts. It's the portfolio you've put together. It's the drive you have to go out job-seeking and doing freelance. It's not glamorous for those first few years and creative jobs are often some of the most competitive. But if there's hustle, a job will be found. - You will never make money with your art and/or you will make money after you're dead. It can seem to be a scary thing, especially to parents with kids fresh out of school who are still lingering around the house. It's important not to get into this mentality that says there are no good jobs to be found in creative endeavors. I've been working for 10 years and the whole time, the economy was never good.
Aside from landing 9 to 5 jobs, artists have a unique and excellent opportunity to become freelancers, which is in my opinion, where all the money is, anyway. It just takes more work than landing a job. I encourage every artist who is new to the game, to take a hard look at their portfolios and then take time to fill them with pieces representing the art they'd love to do. It's especially true with art school students, that a portfolio could become cluttered with any old assignment to show off versatility. But versatility can sometimes be a crutch. Showing that you know how to do one thing and do it better than the competition is at the heart of any business, and when you sell yourself, your portfolio should always be reflective of that one thing you can do exceptionally well. Maybe it's illustrations of pin-up girls, and maybe it's laying out postcards. Whatever it is, seeking work you love and doing it to the best of your ability is how you make real money as an artist. - You should do that project for Aunt Sally for free. Yes and no. I find it interesting that many of the people who proclaim artists aren't marketable are the same ones who request artists work for free.
Look, there are a million websites out there which already cover this problem far better than I could. Here's the bottom line: If you're an artist, and even if you know someone, and yes, even if they're family, you should probably be charging money for your services. In the end, it's always up to them, but it's good practice for the kid to start setting expectations to be paid for their hard work. And more than likely, Aunt Sally will be only happy to pay. - If you do art as a job, you will hate it as a hobby. Simply not true. If anything, you should be encouraging your child to look at what they're already doing as a hobby, and as a parent, help to guide them into a path that will use the thing they find themselves doing for hours on end, as a means to earn a living.
I hear you saying, "But Dawn, where will my kid find work as a concert pianist?" and I truthfully don't know. But I do know that concert pianists make a bunch of money and some might even be doing it right in your home town. Seek people out who can get the child started in that direction, and let them know what to expect and how to go about it as a career. An apprenticeship is ideal, if you can get one.
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