Showing posts with label Getting Readers. Show all posts
Showing posts with label Getting Readers. Show all posts

Friday, April 18, 2014

How I Make Money as a Freelance Artist

I've long thought about writing this post, and after a good many years and as thoughts of wrapping up the blog as a whole have entered my mind more and more lately, I've finally decided to do so. Also, my scanner isn't working properly at the moment, and I have one of those far too rare as of late days off from everything, so I might as well.

"How do you make money as an artist?", in a broad sense, was a question covered many times in previous posts on this blog. But what about me, personally? Do I actually make any money or am I just blowing steam? Read on as I share a more intimate look at the ways by which I bring home the bacon as a freelancer...

Fine Art Sales
In 2013, I started to make a move back into fine art, which started out on a slow burn, but turned out to be a good maneuver over all. I'm trained in the commercial arts and have enjoyed fantastic success within the field, but the title I put on my taxes each year has always been the same: Artist. It says nothing of my formal training or the titles I've attained high on the corporate ladder. It's general, purposefully broad, and is therefore as close as I can get to calling myself what I truly am. And what I've found in removing myself from credentials and degrees is room for nothing but my most fantastic and fascinating work.

How I did it: I found my way in fine art by contacting galleries with portfolios of my work. I got more exposure by showing at libraries, colleges, hospitals and other public places. I boosted this by producing one or two pieces for local art auctions and charity art auctions. Where before I would have to call gallery curators to have my work shown, they now call me.

What I needed: 10 pieces of finished fine art work and a portfolio to show them in. I have a 9x12 portfolio - the same type you can get here, containing photographs of my work. To get the ball rolling, I designed postcards and got them printed relatively cheap at Vistaprint, which I sent with introduction letters to local galleries. This got some interest, but visiting the galleries in person with my portfolio in hand got much more. People still like to meet people, even in this age of the internet and minimal interaction.

How I price: The pieces sell between $300 - $1,000 on average, mostly depending on size/materials used. Again, while my name carries some weight as an illustrator and comic artist, I'm a relative unknown in the fine art field, so I can't demand tens of thousands of dollars for my work at this point. If you want to do pricing yourself, there are plenty of formulas on websites out there, but I find the approach listed on this website to be more realistic.

Private Lessons
This is probably my favorite way to make money right now, and I'm lucky that we live in the age that we do where the internet makes teleconferencing with students so easy. I wouldn't have been able to enjoy have the success I have when it comes to private lessons had I been doing it 10 years earlier. That said, this type of "consulting" isn't for everyone. Many artists are private and don't enjoy giving lessons. Others are purists who just like to work on their own things, which is also fine. Still, if you've ever considered teaching art, there's no better time than now to get in the game.

How I did it: My regular students are almost always people I know - who I've met at conventions, art shows, or social functions. All it takes is someone interested in learning how to draw, paint or sculpt, and you have a potential student. I have also taken to giving free seminars at colleges and libraries, offering a free art lesson or discussion of a similar topic (how to know if art school is right for you has been a popular one, of late) to anyone who shows up. Afterwards, I am almost always approached about private lessons or counseling.

What I needed: A love of the subject matter to be covered and a student willing to learn it. I always bring a questionnaire to the first session to gauge my student's interests and abilities. Questions like "what do you like to draw?" and the more obscure, "do you find it easier to navigate a drawing of something with lines and sharp angles than something with a lot of curves?" are great for figuring out a student's strengths and weaknesses. A vehicle to get to the site helps, too - or Skype and an internet connection for teleconferences.

How I price: Depending on the student and what is to be covered, my prices generally fall between $30 and $60 per hour. I price my illustration classes higher as my knowledge of drawing is more in-depth than what I could impart for a basic sculpting technique class, for example. I give discounts to students who want to book a month's worth of weekly sessions in advance, of course.

Commissions
I don't know of a single artist who hasn't done commissions in one form or another. Some days I will be doing a series of illustrations for a book that an aspiring author hopes to sell to a publisher, and some days I will be doing a simple sketch of a single character for someone's birthday. It's wide open!

How I did it: As I alluded to in the above paragraph, my commissioned work sources are many and varied, so the ways by which people get ahold of me for such work is as well. I might be at a comic convention, offering sketches for $30 one day and I might be contacted on LinkedIn to spruce up the design of a 20 page proposal the next. This is one area where you will eventually find saying "no" is more important than saying "yes". The imperative thing here is to choose what you're interested in being commissioned for wisely, and pick outlets catering to those specific areas only. I don't like doing the graphic design work on annual reports, for example, so I try to avoid handing out my business cards to design firms these days. On the other hand, I love making custom leather pieces, so I'm sure to hit up cowboy meetups, pow wows and renaissance faires. Also, since I work in so many mediums, I'm sure to carry many different types of business cards.

What I needed: Here again, the situation varies depending on what you're going for. Many people would be surprised to know that I have multiple deviantArt accounts (or, let's be honest, maybe they wouldn't), and each showcases artwork different from the others and therefore caters to different clientele. Some people know me as Dawn Best the illustrator, while another group entirely knows me as Dawn Best the mask and doll maker.

How I price: Having worked on some popular comic and magazine titles that have also enjoyed significant commercial success means that I am always being asked for illustrations which in turn means I can set my prices higher than some others in my field. A typical illustration commission from me will run you about $100. However, this is the price for a Dawn Best piece - you're paying for my style, my name, and the recognition that comes with it. I have several other pseudonyms out there and other "specialty" online galleries to show some very different artwork, with no recognizable name attached and style(s) not recognizable as my own. I have done this type of "clip art" stuff for significantly lower prices and the benefit lies in the speed at which I can complete these projects, and therefore the amount of them I tend to get in any given week. Sites like Fiverr and others are great for such things.

Etsy and Artisan Craft Sales
Along with my fine art endeavors, I wanted to showcase some of my smaller leathercraft and art doll pieces and offer them for sale in 2013. This too was a smart move, as both types of pieces have been increasingly popular at shows (again, think ren faires and other outlets for artisans) as well as among a growing number of online collectors. Art dolls are especially growing in popularity and I'm lucky to have gained an interest in creating them quite some time ago so I could hone the skills necessary to make high quality pieces.

How I did it: I started making art dolls in 2011 after my love of sculpting and sewing led me to several other brilliant artists creating these wonderful critters. After making and selling a few of them online, I started making bigger dolls and expanded my reach to setting up shop at artisan shows and festivals - for the online crowd this mean resurrecting my Etsy shop! The dolls seemed to attract a lot of attention but due to their higher prices didn't always sell extremely well. Adjusting to this, I started to create smaller dolls and miniature dolls, each hand crafted and unique as the bigger ones, but significantly more affordable. Things started taking off for dolls of all sizes by that point.

What I needed: Having a separate deviantArt account really paid off for this one, as I was able to get exposure via the many art doll groups established there. From that point it was just a link to my Etsy shop that brought people to purchase them. Building a name in a different medium, as previously stated, takes patience, so that was one necessary component I can't stress enough. As with fine art, you can't just jump right into making thousands of dollars each week with no sales behind your name.

How I price: The mini dolls sell for $35, medium dolls are around $150 and the larger troll dolls I have are $300 and up. As with the fine art I do, much of pricing is based on material costs and not the name behind the piece. The dolls take up to 2 weeks to complete, and I am careful to take my time into account as I set their prices as well. Here, pricing similar pieces on Etsy was imperative - not just to stay offer competitive pricing, but also to keep the price of art dolls as a whole, reasonable. Fellow artists who have long created beautiful dolls are undermined when newcomers to the fold show up with prices that are far too low, and this becomes a major concern for all involved in the craft. As was previously said, staying competitive is important, but if we all lowballed one another, nobody would make a dime.

Patreon Funding
Patreon is a relatively new way to make money online, and since having a great success with Kickstarter, I decided to try my hand at this similar but different endeavor earlier this year. My Patreon account is really a joint account between myself and a few other specialty artists all acting under one handle (sneaky, eh?) but sharing the load works well for me, and the profits (we bring in a couple hundred per month, split 3 ways) are pretty outstanding.

How I did it: Along with the two others artists involved in the funding, I've posed under the pseudonym for a good 3 years now and enjoyed some popularity in the "specialty" webcomics field. I'll leave it at that, but the premise is simple - we develop a web series drawn in a singular style which we are all comfortable mimicking, release content every few months or so, and sell tickets to the site for those interested. With Patreon, we were able to free ourselves from the website ticketing system entirely, offering new artwork each month exclusively for Patreon supporters. And it's all in what people want to contribute! So you want to see the newest comic and the archives of old stuff? Support us for $10 a month and you're in. Want to give us more than $10? We'll give you a special commission and you still get to see the new comics. Want us to draw more than one comic a month? If everyone pulls together and we get $1000 a month, it'll happen... and the promoting just goes on like that, based solely on what people are interested in giving! So much better than ticketing once and forgetting about other ways to offer customers even cooler stuff.

What I needed: Patreon, mostly. We'd long wanted to offer more than just a website with some artwork for a couple of bucks a month, and Patreon allows us to set goals and specific rewards for people who are donating more than the average supporter. It's really a win-win. A knowledge of how to properly utilize a tool such as this and a little basic knowledge of good marketing practices goes a long way, here. Incentivizing with Patreon means anyone should be able to make a couple bucks if they know what they're doing and have a product the public is interested in.

How I price: We agreed to the $10 ticketing long ago when the first site opened, and it seemed to be working so nothing changed. Again, knowledge of your product and what people are willing to pay is essential. Since backers can pull out of Patreon any time, it's not unreasonable to offer what would otherwise be a $25 commission to a $30 Patreon backer while simultaneously giving them access to that month's content as well.

Amazon and DriveThruComics Sales
It may surprise most of you to know that the comics I create are less a means for me to make money as they are a credential building asset and advertising platform. What I mean by that is, yes, I do make money selling comics each month, but more to the point, these outlets serve me as a means for people to find me online and seek me out for things that make a little more money (consulting, teaching, and private commissions to name a few). Still, it's nice to get a royalty check in the mail each month, and if you do it long enough, they eventually become quite substantial as your name gets passed around.

How I did it: You might also be surprised to know that the majority of my royalty sales do not come from my comics, books, or other things to which I claim 100% of the creative rights - nor did I put in the majority of the work for these. On Amazon right now, as an example, I have about two dozen books. Five of these I have written myself, and the rest are all public domain works. Things like fairy tales, classic literature, and even more contemporary works for which the copyright limitations have simply run out are all up for grabs on the public domain, currently. Anyone can republish these, for free or profit if they like. So how do I make money on them when, essentially, they can be gotten by anyone without paying a dime? I format them so they are more appealing, add illustrations, and lump them together in collections. Yes, people will pay for stuff that looks good and is more convenient to access than searching for, piece by piece, themselves.

What I needed: Microsoft Word, an Amazon Account, and a little patience to go around gathering the stories up, collecting them, and formatting them to be readable on a Kindle. Amazon offers a lot of tools to help with this, so with a bare minimum of knowledge on good formatting practices, it's not exactly hard. Too, I have the Adobe Creative suite for creating other formats - especially PDFs, which are needed for sites such as DriveThruComics.

How I price: You can get one of the books I've written from anywhere from $5 to $20 in Kindle format. Amazon will give me 70% of the profit. They only give 30% on the public domain works, which I sell for a mere 99 cents. Like I said, however, the royalties on these trump those I make on my own books (well, they did until this past month, which was a nice surprise) so the trick is to offer that low price, and many different books as impulse buys.

And one more thing...

None of this was done overnight. For the most part, I held some rather demanding full-time work as I built up these little businesses and it took me a good two years before I was comfortable enough to continue on with part-time work outside of these endeavors, only. Too, each month the numbers are different, and one endeavor may make more than another, so it's important to be ready to compensate and not throw all your eggs into one area of profit. For these reasons, I do not recommend trying any of these without having some form of income already (that's just stupid, I mean, come on..!) and I highly recommend diversifying the ways by which you make money in freelance to only the things that are interesting to you (lest you be put off by lack of your own interest).

Best wishes for all your successes!

Monday, March 3, 2014

Your Audience is Too Smart for Your Advertorial

It happens all the time these days. People in my LinkedIn circle blessed with that sought-after credential of Influencer will post something on my timeline that is more sales pitch than informative article. It's been that way for a while, but I at least remember a time when you could go a full five or six paragraphs without reading "That's why you need my new book..." These days, either through laziness, ignorance or use of a mass-produced-sleazy-sales-article template of some sort, such finesses are pretty much gone.

These scummy internet infomercials are often called "advertorials". They're not quite an editorial, and they're not quite an advertisement, but they are quite sinister. And these days, people are getting fed up.

"Nice price tag at the end, there!"
"Hey, why not buy my book for $299 on why this post isn't a real article?"
"Influencer must mean salesman because that's all I'm seeing on LinkedIn these days."

The above are all comments posted to a recent advertorial I'd clicked on, naively hoping to get a real post about a real issue I was dealing with which offered a real solution. While once, the salesman-turned-blogger could easily pitch anything he wanted to an eager crowd with just a few keystrokes, these days, people just aren't buying it.

That's not to say that blogs and editorials aren't excellent avenues to selling, because they are just that - avenues! Writing articles for an online audience isn't the bus that dumps you off at Moneytown, but instead a road which, should you tread it carefully, has the possibility to lead you well on your way there.

So how do you walk this path to success? Try these things:


  • Influence, don't sell: Most marketers worth anything these days would tell you that the key to a successful sale lies not in how great the product you're selling is, how much it's going for, or even how well-qualified the potential buyer is. No, instead, it's all in who's doing the selling and if they're worth believing in. Including a sales pitch, even one that isn't obvious, in your writing (especially if you haven't been writing for very long or otherwise do not have many articles to your name) is a great way to get off on the wrong foot with your audience. They'll see through it faster than immediately and you run the real risk of them never returning. Instead, write articles with genuine value, and expect nothing in the way of payment for your sage advice and keep the sales pitch to the (not intrusive) banner on your website's sidebar.
  • Keep the price tags out of it: Admit it - The minute you see a dollar sign anywhere in a field of text, a red flag shows up before you even begin reading the article. It's getting so bad that certain price points (Just $99!) are becoming impossible to set on even the most deserving of products due to the over-selling of Dr. Whoever the Internet Guru's Patented Four-Part Course on Something or Another by pretty much everyone who has a website on anything. Just leave the price out of it until we click on the little "Buy Now" button, thanks. And furthermore, refer to bullet point one of this article - why are you including a sales pitch within your article in the first place?!
  • Interact with your readers: If I had to throw it all away on the biggest mistake made by scribers of advertorials on the internet, it'd probably be this. None of them - not a one will do anything beyond make the initial post to their blog (and if you find one, please point them to me because I won't believe you until I see it). People will comment, ask questions, and otherwise make attempts to interact with the author of the post, with all of it falling on deaf ears. This is a huge mistake for bloggers to make, and an even bigger one for salespeople. You want your audience to believe you're a mindless money-driven robot? Go ahead and leave them hanging. You want them to believe you are a person who genuinely does care? One they would quite probably be inclined to buy something from? Talk to them.

There's nothing saying you can't sell something if you have a blog, but remember that there's a right way and a wrong way to do anything. And just because you can't tell the difference, doesn't mean your customers can't either.

Saturday, August 24, 2013

Don't Just Email: 7 Innovative Ways to Follow-Up Without Dreading It

When I wrote my last blog post, I talked briefly about the follow-up process and how it is, in my opinion, the place where all the magic happens in a sale. Some of you weren't crazy about that notion, because I'd wager you feel like a follow-up can come across as a mix between begging and harassment. While I certainly understand that, having been on the receiving end of countless follow-ups of that type myself, I'm here to tell you that it doesn't have to be that way.

One of the mantras that we share at Gloryhound is to be constantly in the service of others, and in order to do so, you need timely feedback from your customers, good and bad. Imagine yourself a waiter in a restaurant, the customer is the diner - to make sure they were getting what they wanted, you'd check on them from time to time, yes? Think of a follow-up as your time to check on someone you'd like to be taking care of, and not just as a harassing phone call or email - and that brings me to our point, today: Don't limit yourself to just those outlets, either!

Here are seven ways to make a follow-up not only more interesting for you, but more service-minded for your customer, and really leave a great impression:

  1. Go there in-person - If you want to get a company's business, you should go there in person. As an example, if you're an artist or writer and a studio you'd like to work for isn't too far from you, then take a day trip to check it out. Many offices will welcome the opportunity to give freelancers a tour, if they ask to do so and call ahead in advance.
  2. Find common ground - Stop and think: what are the things that make you want to do work for a target organization? If you love coming up with designs for skateboards and want to work for a skate company, then I'm going to assume you have an interest in the sport itself. Get tickets to a local event and tell your prospects you'd like to invite them out. Chances are, they might already be going, and you can meet up with them. This is a great way to get to know someone and their business, as well as show your enthusiasm for their niche.
  3. Attend an industry event - This is an easy one. If you're a comic book artist, you should be going to comic book shows. Even if you can't present your work at a table or booth, you should go as an attendee. If you've never been to a convention or other event within your industry, you're likely to be very surprised by who you meet, and that can lead to some big-time deals.
  4. Send a sample - My friend Dan Miller, founder of the 48 Days seminars and book series, recently answered an inquiry from a listener, live on his podcast. The gentleman was asking if Dan would be interested in picking up a sequel to one of his books which the guy had already written, in exchange for a percentage of sales. With the work already done, Dan leapt at the opportunity and signed the him on, immediately. This is not uncommon! If there's something you want to do, to produce, to write, then do it! Send it off and see what happens - with the work done, the company gets a great glimpse of what you can do and will recognize your hustle.
  5. Send a gift - This one is trickier than it sounds. It's tacky to send an edible arrangement to a curator, yes, but it's not so weird to send a hand-crafted thank-you of some kind. When I show my leathercraft work to galleries or merchants, I often will send them a small piece, such as a small mask or other stand-alone, with the thank-you note written on the back. I'm charmed to see my little thank-you's hanging near the reception area on subsequent return visits, and people who see them will of course, ask where they came from and who made them, leading to more business, even if I don't get the client right away.
  6. Offer to be of assistance in another way - This is the old "work like an intern" technique that is possibly one of the more effective strategies for getting in with a company you'd really like to do some business with. If a studio isn't hiring artists, they're probably still in the market for a guy to sweep the floors. If they don't need writers, they may yet need someone to help them layout pages in pre-press. A number of jobs that, let's be honest, often pay less and have none of the glory of your dream gig, are available right now, at your dream company. Caveat: despite the low-to-no pay, and lack of glamor, you must take these opportunities to connect and show your work ethic, seriously. Understand that if you do a great job, your efforts will very likely pay off, and the company will be more likely to take a chance on you for the job you want, in the future.
  7. Use social media - And as I said in the previous entry, this does not mean you should be using social media to harass, stalk or otherwise bother your prospects. Social media is great to keep up with people, to find out where a company whose business you want, will be showing their wares, and to bridge that gap between a faceless submitter of artwork to in-the-know talent.

I hope this brief guide does well to open your eyes to the possibilities of engaging your prospects after your first submissions packet has been mailed or you've given your initial pitch. Remember - to be successful, you must be service-minded. Once your customer gains confidence in what you can do for them, the deal will close on its own!

Friday, August 9, 2013

How to Submit Your Art to Comic Book Publishers!

Last week was a big one for yours truly. The times have been tumultuous in my life over the past several months, to say the least – getting Sylvanna officially ready to go, a big move in October, and balancing some tricky and ill-timed family health issues to name a few. It’s all culminated with me resolving to go full-time with freelance once more, and thus putting together some work samples to send out to publishers for the first time in a great number of years.
So! How does one go about getting work in comics, anyway? I like to think this blog could, thus far be a great resource for those looking to put their time into the effort of making great comics, but I’ve not gotten an entry around to show the actual submission process – so let’s cover that, today!
The first task is to gather some work around. In my latest submissions, I was primarily looking to get work as a penciller/inker, so that’s what I sent the most samples of! Here’s what’s in my submission packet, this time around:
·         Three pages of penciled comic book pages featuring a subject I’m very comfortable drawing, and one which I know how to draw very well.

·         Three pages of inked versions of the penciled pages.

·         Four more inked pages  from a different type of story with different characters in a different setting which utilizes a wholly different style, as well.

·         One inked cover image.

·         Four really nice pin-ups - some in color and some black and white. 

A few notes about my samples: They were submitted as (no more than) 800px wide JPEGs, and each was under 500KB. When sending in samples, keep them big enough to show your nice details, but small enough to not choke your editor’s email. The total size of ALL the attachments you send should be under 10MB and preferably under 5MB. If they want to see a larger version of something, you can always send that along, later.
Along with my samples, I also sent a cover letter! It went something like this:

Dear _______ (always use the actual editor’s name when you can!):

My name is Dawn Best and I am currently in the market to take on some freelance work. I thought I would start with some of my favorite comic book publishers (and this is very important – they SHOULD be comic books you would LOVE to work for and could do great things for – don’t just mass-send to everyone unless you’re interested in doing sub-par work for a comic you might not enjoy). I feel _____________ (the publisher’s name and even better, a specific title) might be a great fit for my style and would be interested to see what you think of the attached pieces.
I will be at __________ (convention or meet-up – this paragraph is optional but it is HIGHLY recommended that you go to comic conventions if you want to work in the comics industry!) and I noticed you will be as well. I’ll be sure to stop by and meet some members of your team in person, regardless of whether you can use me at this time or not. Looking forward to it!
 
All the Best,

Dawn
Feel free to copy that whole thing and fill in the blanks. Try to remember to change my name, too! Cover letters should be to the point, speak of your intentions and what you can do for a company, and promise to follow-up in some way!
Let’s talk about the follow-up, which is a step that is as important as your initial submission. Remember: you’re a salesman, and in a very general sense, salespeople average a sale for every 9 follow-ups they make. In comics, it can be a bit higher, but depending on how you go about it, you can cut out a lot of that time and that means cutting out a lot of wasted effort.  Either way, if you’re not following up, you’re making an amateur mistake – it’s RARE that someone gets hired on after a single submission packet has been sent.
Since most comic book editors don’t readily post their direct phone numbers (with good reason) what then, are your options for following up? Here are but a few:
Go to a convention: Meet the editors, writers and artists who already work for a company you’ve targeted, in person. If the editors or artists who work on the title you’re specifically looking to get into aren’t present, do NOT snub the people who ARE there. Talk to them, ask them what they like about working for the company and be honest about your intentions to break-in, yourself. These people are a wealth of information and will likely have great pointers about what they’re looking for in a submission packet, and if there are any new and exciting properties they’re considering for the future. Get a business card and keep in touch. In putting a face to your name, they’ll have an easier time remembering you, and if nothing else, you can use the information gleaned from such encounters to make a second, even better-targeted submission packet.
Attend a portfolio review: This step usually requires you go to a convention and track down editors in the same way as the first example, but not always. Sometimes companies hold open portfolio reviews on their forums. I know a few companies who ask for submissions to be placed on their public forum so their audience might first consider the work, as well as the editors. Traditionally, you’d sign-up for a portfolio review with a company at some point during a convention, agree to a time, and sit down with an editor to discuss. Don’t even think about coming to a con and plunking your work down in front of an editor without an appointment unless you want to make the editor angry! When the editor has time, that means they are taking a few moments away from what is a very busy schedule to meet with you and give you some instant feedback. Don’t rush it and don’t blow them off! They want you to succeed. Even if an editor doesn’t think you’re ready yet, they’ll remember your work, your face and the impression you made for next time. Keep pushing yourself and keep improving.
Find the publisher on Twitter and follow, don’t stalk, them: It’s poor-form to get online and follow your favorite publisher the same day you send in your submission packet and immediately Tweet to them: “Hey, just sent you my submissions – Please hire me!” If anything, and you really were interested in working for the company, you should have been following them long before your submission packet went out. Keep up with them for a while, and pay attention to what they’re sharing on social media. Follow them wherever you can – Facebook, Twitter, Tumblr and others. Retweet them when something interesting comes up. Once in a while, feel free to send out something like this, “Great work on (your favorite book here), I loved it when ______ happened! If you’re ever looking for freelancers, I’m open and would love to work with (your dream-team) in the future.” Make sure you’re polite with your interactions and your pitches are well outnumbered by your praise of their work!
The follow-up process, let’s be honest, is where the magic happens! As I said – it’s rare, even as a seasoned pro, to get work with a single packet sent out, these days. You gotta get serious and you gotta take a close look at what your editor wants to see when you’re set on working for them. Most editors are so busy and get inundated with so many submissions that even an email stating that they received your packet is impossible. If a few months have gone by and you’ve gotten no response, then it’s as good as a rejection letter.
You shouldn’t fear these, “thank you for the interest” notes. If anything, you should take them, hoard them and frame them. Statistically, you’re more likely to succeed, the more times you try and fail. So long as you keep improving, you will eventually make it, but where most artists fail to become what they want – that is, paid professionals at their favorite book, is right here. And the reason is simple. These people fail to take the rejection letter for what it is: a piece of paper telling you that you can do better. That being the case, there are only two ways you can screw up your ultimate goal, here. The first is that you can see the rejection letter as more than a piece of paper and as some big scary dream-crushing monster which bars you from ever considering doing work in comics ever again.  The second is to not do any better than the work you’re cranking out now. This is time for honesty – you can do this, but you must improve your game, first. That means it’s back to the drawing board and, hopefully, back to seeking out advice on what, specifically, you can do to raise the bar!
Remember – if you’re really serious about the work being done by a publisher, then editors there will want you to succeed because they want people who are passionate! A dedicated fan one day can turn into an inspired and inspirational teammate who can take their book to the next level. Don’t miss out on becoming that person! Do your homework, do lots of submissions, expect rejection letters but keep trying! You can do this – all you need is love!

Friday, August 2, 2013

How Not to React to Criticism of Your Writing

Not too long ago, famed author Anne Rice stirred up controversy when she supposedly had fans attack the Facebook pages of people who were critical of her works in reviews. I felt this could serve as a lesson for anyone who dares to put their work out there to the public - no matter how famous you are, someone isn't going to like the work you do, and you'll often find yourself in a position of defending yourself and how you go about it.

For the record, "sic 'em, boys" is not generally the preferred method.

Did Anne really tell her fans to attack? No. Should she have pointed out the review? It's within her right. What's the problem? She had huge amounts of fans and only asked they be civil, later.

This is hardly Anne's fault, but I'd wager, could have been thought-out better. Some fans are crazy enough to camp out on their adored favorite writer's front lawn, after all, or at least threaten to, so why should it be surprising that they'd stalk one of her bashers? On the internet, that goes double due to the relative anonymity of everyone.

Here are a few ways you can handle criticism without stirring up trouble:

  • Understand that everyone gets critique. Everyone. People will hate you when you write or draw something one way, and an entirely different group of people will hate you when you do the opposite. You can't please everyone, and the sooner you stop trying to, the better your writing will become.
  • Realize that taking time to cater to haters does nothing except take time away from your true fans. Your fans deserve 100% of your time - always and with no exceptions. They're who you're writing for, and long after your detractors have moved on to trolling someone else, your fans will still be there expecting wonderful things from you. Don't let them down.
  • Know that trolls exist and learn how to spot them. If someone criticizes your work in a very vague manner ("You suck") and/or you find your arguments going in circles when you engage someone about their dislike of your art ("Shut up, you suck"), then you're not dealing with a legitimate critique and you should forget the insult and move on. Simple as that.
  • Know when critique should be taken seriously. Editors, publishers, reviewers, panel judges and other professionals have limited time to look at the abundance of work they are handed each day. If you don't get a response, which is normal, then assume your work wasn't up to their standards. These people want you to succeed - really, they do! But they would be doing you and your potential for greatness a disservice if they rewarded your work with a publishing contract/feature/a gold star and it was sub-par. Be your own worst critique and strive to do things that challenge you.

It's sometimes hard to see one critique pop up in a sea of praise, and we often focus on the negative more than the positive, but keep these tips in mind. Sooner or later, you will have critics, and it's up to you to keep this most important goal in front of you: Keep improving and keep creating!

Friday, June 28, 2013

Tips on Experimenting With Writing

Matt sat down to the game I’ve been programming for fun last night. For as little work as I’ve gotten to do on it, there’s been a myriad of cool scripts and other gadgets I’ve been able to edit and plug in, which have made progress on its production easier. So much so, that I’ve started to get into programming the actual scenes of the story, in fact.

"Too much dialogue!" he said, and I agreed with him. I'm not a mind-blowing writer and I still draw far better than I write. But I am well-practiced and more importantly, I love learning. I write too long. Ask anyone who’s read my fanfiction. I had to learn to edit things down and to be okay with doing so, and a lot of my technique for writing today relies on typing every little thing down and tearing half of it out, later. I learned this through experiment -- writing things for fun and employing new practices that I hadn't tested yet.
Recall the series of posts that began here: Creative Writing From Start to Finish. To break it down, my writing technique looks something like this:
  • Get ideas
  • Turn ideas into breakdowns, character profiles and backdrops
  • Turn breakdowns into story beats
  • Turn story beats into a story
  • Inject themes and subtext
  • Edit the whole thing down
It's all well and good to follow this formula, but enjoying the process of writing would be impossible if I didn't switch things up once in a while and try new things. I get lots of enjoyment out of writing, but to turn the process into a formula can make for a very boring time, so I need to try new things and break some of my own rules once in a while.
Here then, are some new things I've been testing with fun-for-me projects like the aforementioned game, and some paid projects as well:
  • Working a plot around a theme without force. And the words 'without force' are the important ones, here. It's generally considered bad form to plot around a theme, because it doesn't feel natural. Indeed, your subtext should serve your plot and not the other way around. What's been working for me, however, is to write out enough of the story to know when a theme is beginning to rear its head, develop it, and not bend the plot out of shape if it's not a perfect fit. Tweaking a theme is far superior to tweaking a story, and can produce some satisfying results.
  • Inserting a plot device (or two) at random. This one is a bit tricky because it immediately registers a big fat "DON'T" from my brain when I try it. I've found that this is due, mostly, to my brain having not figured out what will come of the plot device and its intended purpose, when it shows up at a point that doesn't make any sense. But that's beautiful, too, because if I'm not expecting it then I hope my reader isn't either. I'm also forced to work with it and use ideas I hadn't been counting on using to reconcile it.
  • Writing towards one resolution and going an entirely different direction. I picked this up from Kevin Smith's experience directing Red State. In an interview I saw, he talked about having the story written to a point where the next thing to do in the progression seemed obvious, so it was decided to do something entirely different instead, to keep the audience on its toes. Like the randomly appearing plot device I talked about above, jerking your story around in new and surprising ways can be a frustrating but highly effective way to break out of your comfort zones as an author. Too, notice I didn't say 'opposite direction', here. If you do this, keep in mind that it's sometimes just as easy and therefore just as expected to take a story one way and do the exact opposite. Try to do something really wacky and off the beaten path, instead.

You may try some of these yourself, and indeed, you may try others. If you need help getting ideas, I suggest going back to my How to Write guides again and inspecting points where you can bend the rules a little (or a lot) and giving it a go.
It's important to note that when you experiment with your writing, any weird thing you're going to try has the potential to go very, very wrong. But that's okay -- this is a creative exercise, after all. You may feel more comfortable doing this type of work with your side projects, therefore.
Even if you're not getting paid to mess around with a story, it's important to take it seriously enough that it serves the highest purpose of writing: It makes for a good read.

Friday, June 14, 2013

Getting Work You Love: Working as a Freelancer

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!

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:
  • Fill it with your best work.
  • Fill it with works that showcase the type of stuff you'd like to be doing.
And that's it. How many pieces you include, what they are, diversity amongst them and all of that is up to you, so long as whatever is going into the thing, follows those 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:
  • 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.
If you've got talent, eventually someone will take a chance on you, and you'll get your first published gig. You've gotta want it, and you've gotta be persistent, but if the first is true, then the persistency should come naturally for you. Keep at it!

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.
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.

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:

  • 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.
 
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.

Friday, April 19, 2013

How to Write (Good) Fanfiction

I've been asked when I was going to cover this topic, so without further ado...

You may think good and fanfiction can't be in the same sentence together, and if you look at some of the stuff people post online (My Immortal, anyone?) you may have a point. However, many people enjoy writing fanfiction, myself included, and it's been that way for years even before the Internet. Some of these unofficial or non-canon stories are well-loved by fans and there's no reason you yourself couldn't pen the next great fic to go down in fandom history.

In a very broad sense, we write fanfic for many reasons:
  • We are looking to practice our writing or get started as a writer.
  • We feel we can do a good job of writing in a world which we love.
  • We simply get inspired to tell stories not seen in the actual canon.
Fanfic is not for the weak of heart -- people, even those who claim to be easy going about such things, will defend their own ideas of a popular tale, quite feverishly. But that shouldn't discourage you! You can learn many things from writing fanfiction, and not the least of these is learning to handle criticism gracefully.

Through writing, you will also learn what it feels to love what you're writing about. This is a very key element necessary in creating original works of your own. And of course, you can and should learn the basics of setting up scenes and characters for your own ideas, which fanfiction can teach you how to do.

When you write fanfic, you should write what you want and how you want, because there's no better use of fanfiction than to test the waters of reception for any given idea. If you are going to be a serious writer, you would do yourself a disservice following the popularized "rules" of fanfiction, such as pairing your original characters with actual characters, creating powerful characters, or alternate realities. You should simply strive to write characters in situations you would find fitting to them while keeping the whole thing interesting and enjoyable to your audience. Many of the best fanfics out there are the ones that don't follow the rules.

Still, you should try to follow these basics, as always:
  • Use proper grammar and spelling
  • Stick to one style of writing. If you're going for 3rd person omniscient, don't switch to first-person mid-story.
  • Try not to make the whole thing one big porno. At least add some feelings and conflicts and stuff.
  • Don't write "drabbles"... you cheater!
  • Write as if you were gonna' sell the thing (but stop short of actually selling it)
And one last but very important item:
  • Don't publish your fanfic if the author of the original work has expressed that they do not appreciate it.
Feel free to fanfic to your heart's content, but with one big word of caution: the minute you really start to enjoy the process of writing is the minute you should start considering penning some stories of your own. That is something you can be truly proud of and who knows: maybe people will soon be writing fanfiction of your stories!

Thursday, March 14, 2013

How Will You Go to Market With Your Comics?

I think you all should know by now that when I post these "How to do X with your comics" posts, that the word comics could be anything -- a novel, a webcomic, a blog, a fanfiction -- anything at all! To that end, I'm going to try to cater them more towards a broader concept as I go along. Wish me luck - here we go!
 
To those who aren't used to hearing me talk in business-jargon-ese, when I say things like "go to market" what I essentially mean is "sell". And let me clarify even further by saying that doesn't necessarily imply that people are using money in any way to get ahold of your work. Whether they're paying for it or not, let's talk about the ways in which someone is going to read your stuff.
 
The thing that got me interested in writing this particular blog entry was the dissolution of JManga. If you haven't heard about it, or you have heard and just need a quick recap, here it is:
 
Basically, JManga was the result of Japanese publishers getting together two years ago to create an outlet for people to read translations of popular manga titles. They were an online store selling comics from Japan, in essence -- but the way they went about it was a little odd. People couldn't buy their favorite manga from JManga without subscribing. Once they subscribed, users were then given a monthly allotment of points which they could spend on digital copies of manga books. There was of course, one other stipulation -- the customers were not allowed to download the books they were purchasing. They would however, have lifetime access to them for as long as the company was running.
 
Well, I probably don't need to tell you what's gone on since the company has decided to close shop and thereby take everything, including all the books a countless number of people purchased, down with the ship... Public backlash is one term for it, but I've not really seen a huge outpouring of anger from JManga customers to this point. For the most part, the attitude seems to be one of "Fool me once, shame on you..."
 
"Fool me twice, shame on me" is how that little saying ends of course, and having thoroughly fooled its customers into buying soon-to-be nonexistent comics from them, it's likely they'll only get support in the future from terribly gullible people. The public is now aware that, without a proper contingency plan; that is, a plan of action should the worst-case scenario befall a company that doles out digital copies of its work for a fee, their money could be lost and they could be left with nothing if they choose to do their shopping with such an entity. More to the point, perhaps: because of JManga, even people like me who weren't ever customers of theirs, are going to demand the ability to download, store, carry, hold or otherwise be in control of stuff they buy, online.
 
So what does all of this have to do with you, the person on the other end who is creating content for the masses, rather than just buying it?
 
Consider the problems with JManga's business plan, of which there were many, and try to avoid making these mistakes, yourself:
  1. Don't expect people to pay you before you show them what makes your product great. This is the old "expecting fire before throwing on a few logs" scenario I always allude to. If your service is new, even if its associated products are old and familiar, people are going to want a sample of its capabilities before they buy-in. Without that, it'd be like building a car that steers more like a boat, and expecting people to line up to buy without a test-drive. People who drive cars don't know the advantages of being able to steer one as if it were a boat. People will simply think that's weird until you can prove to them that it works better. This is why we teach giving as much of your comic or story away for free as possible. It gets people genuinely interested, builds trust and word-of-mouth advertising. They'll gladly buy when they're hooked and when they know you can deliver, but don't expect it right away.
  2. Don't force a repeating fee on people. JManga required users to enjoy its comics by subscribing, and then charging a hefty fee (masked by a point system) to see content they otherwise may have been able to buy at a bookstore or, yes, download from a pirating site, for much cheaper. People aren't naturally inclined to subscribe to things period, and they certainly aren't going to do it before they know how often they'll be using the service or if they're not assured that they can't get what they want elsewhere without a subscription. Sometimes it works -- like in the case of Netflix which, I might add, gives you a month to try it for free, gives you limitless "rentals" in a month, is priced competitively and, let's be honest, is a thing many of us have been convinced we can't live without. But be warned that this business model is a hard-sell for most comic book readers who are typically loyal to a handful of books and don't care to buy comics "in bulk".
  3. Don't try to fix a problem that doesn't exist. People can go buy manga from bookstores and comic shops. There are also countless online book and comic retailers with proven business models out there, such as Amazon, which could be easily copied. Why JManga came up with a very strange system of making money and didn't partner with any of these is beyond anyone's guess. Don't feel pressure to reinvent the wheel in hopes of getting a few more bucks out of your work when there are many proven ways to get your stories in front of people that will lead to getting you a paycheck.
  4. You can't miss with a value-added service. If anything, JManga operated on a least-bang-for-your-buck premise: You had to pay for it each month, and then you had to use their points system to buy a book, and those points weren't worth the same value as the dollars being shelled out to buy them, and you couldn't download your book, and you could only read it on a computer because there was no Kindle/Nook/iPad support, and, and and... Operating on the assumption that you're the only game in town is dangerous. If anything, you should give people more for their money if you want to stay competitive. If you don't give people what they want, then someone else will, and in business it's a sure bet that someone's eventually going to come along and do something better than you can, in your market. When that happens, people won't stick around you for long. Remember to always take care of your tribe so they can take care of you.
As ever, most of this goes back to understanding your customers and all of these factors can easily be avoided if you keep the people you're writing for, at the center of your focus. Don't be the next JManga. Instead, be the author that keeps giving back to the people who invest their time and money in what you're creating.