"Practice is the difference between having to take a
job and choosing a job to take."
Freelancing from the POV of the freelancer
Freelancers, there are a lot of us. Some taking commissions, some full on 9 month
“extended stay” contracts but all share a common need for information and
general guidelines. Here are my
observations in my time spent doing this.
Many clients over many finished and started ideas; hopefully the
freelancers out there can gain some insight from this. Hopefully this guide will help you avoid
missteps, problems, headaches, and general misconceptions of clients and our
industry.
These terms are for Generalists and some Specialists. Generalists have a solid foundation across
the board regarding designing characters, environments, color and light and
general know how. Specialists have more prominent
foundations and sometimes excel at one defining type like a character Artist or
genre specific artist (medieval, sci fi etc).
Know who you are and what you bring to the table. Some freelancers might be able to do everything,
but if all they have are pinups to see, don't blame the clients for second
guessing you. If you hate unicorns,
don't put any in your portfolio because you should assume that's what the
client will ask for.
Freelancers need to be responsive and Agile, a winning
personality, know their limitations, need to leave their egos behind, and be a
great communicator. I will breakdown each of these steps that I think are
necessary. There are of course more and
I will write more journals if necessary, but for now these I think are the most
important ones.
Responsive: Every
project, problem, and let's face it, personality is an individual snowflake of
awesome sauce and frustration. In the
game world they call this process agile development. Agile means that the ever changing landscape
and scope of the project changes often; which happens. Not necessarily in card game art or manuals
and commissions but in games, film, and TV things can change quickly. Your responsiveness to change will be rewarded
with continued work and a good reputation which you want. Can you wrap your head around a steam punk
remake of the Matrix and then turn that around and create steam punk Care Bears
because the "moneybags" got scared of Sci fi and thinks kids are
stupid? This is a dramatic, and to me
traumatic, change but it's happened. Your
ability to work within their guidelines and issues will help you
drastically. Practice and preparing for
these issues will enhance your chances of success and more freelance from this
client. You will build a solid
foundation of knowing what they want and they will be confident you can achieve
big picture items.
A Winning Personality:
The difference between an amateur and a professional is a professional
only complains on the inside. DO NOT GET
DEFENSIVE. When someone is paying you
and they ask for changes, sending an email about why you made your choices or
why you think you are right is juvenile and silly. Deal with the ego, it's there project and
that's why you have your own so you can have an outlet. We all get frustrated. Slamming another artist, professional, or
producer is disrespecting and all pride driven.
We’ve all shared in bad art, we’ve all made bad decisions so I caution
you not to throw your own stones. (What
was their time frame? Who were THEY
answering to? There’s just so much
happening on any project everyone just does there best.) Here's what I do, I type it all in email form
alllll the things I really want to say.
I read it and then delete it. I
usually keep the first and last sentence as they are both generally nice and
warm. We all have bad days, but a
professional works through it and figure a way to make it work. To a client which all he sees is artwork, ask
for changes, and changes to make it look the way they want it, that's a winning
personality and will get you more work.
(By the way, this is really hard)
Limitations:
Limitations come in all types. We
can speak of limitations of the project (budget, game type, etc) If the characters
you are making is for an IPhone MMO you now have limitations on what you can
make. Working within the games
guidelines is essential to making it work.
You can't just start putting tentacles on it because you like that freaky
deak stuff. If there are only 4 bones in
a character or only 5 props to make, how do you fix the problem given the limitations? A different limitation is introspective and
less about the client. Where are you at?
Do you see the other people doing what you do? Are your prices competitive? Are you actually able to provide what your
client asked you for? Did you bite off
too much? If you have never done
textures, don't take a job until you feel like you've earned the right to be
paid. Artists generally have a hard time
assessing where they are. It's a harsh
reality to know there are 1,000's of us who can do it. Stay competitive, practice, and work hard on
your inconsistencies and weak points. This
will help you in the long run, maybe not the short term. But at this point we're talking career not
job focus.
I am going to break this up into 2 types of communicator; both
are needed for you to thrive as a freelance artist.
Great Communicators:
Artists are generally not good at communicating real information. We can all nerd out on our favorite TV shows,
ask why Hellboy 1 and 2 were so vastly different, and who shot first? Artists tend to believe that this is
communicating. Most freelance clients
out there are necessarily nerds. They are
driven and focused people and although can hold their own in a Plants Vs Zombies
conversation on who would REALLY win they are in that position because of professionalism. Know when to talk straight and when to
joke. They are separate but both
needed. Great communicators, especially
over emails, know what questions to ask.
Asking about expectations, laying out how you will work together, if the
client came to you ask what images grabbed their attention and disassemble why
THEY liked it. Was it color choices, style,
or Pen and ink? They could like the character
because he's cute but not want anything to do with the heavy ink lines you
used. This is up to the freelancer to
hear the client and determine what they are after. They are paying you and that's the deal. They pay, you do your best to make them happy. Its art, but it's a job as well and figuring
out what your client wants, understanding THEIR needs, and applying it will be
a better reputation and will mean more work.
Communication on what both parties want to see. I cannot stress this enough to understand
what the relationship will be is effective communication. (I call it a relationship because that’s what
it is. It’s not one sided. You need to trust they will take care of your
needs as well. When you talk that first
time, it’s awkward. Do you like each other? Should you call back, no, wait 3 days
right? Don’t look eager…. It sounds like a new relationship to me.)
You need to
understand the client, you don't have to agree, love, believe in the client’s
project but you HAVE to understand them and vice versa. (Some clients want you to love their idea and
that’s up to you if you feel like acting/lying or telling the truth. I’ve lost jobs from speaking honestly but I
don’t like lying/ acting). They have to
know what to expect from you. Show the
client a Breakdown how you work and don't leave anything to chance. Clients will always ask for more and more and
unless you state how you work and what you provide it's your own fault if you
get dragged down into working that many hours for that little pay. That's the world; people will get whatever
they can for what they need it for. You
have to be a bit of it yourself. The
only way to do that is be up front and truthful and it will serve you
well. A good friend of mine said the
most powerful word a freelancer has at his disposal is the word, “No.” It may cost you that job but that is
shortsighted and you’re in this for the long haul. Most clients will meet you in the
middle. Standing your ground and not
being walked on is also part of the relationship, boundaries (Nice tie in I
know). This is a soft rule as some clients
are wicked awesome and if you like them do favors, have fun etc. Just know that you have to communicate effectively
or burn out, fatigue, and general malaise will set in of you continually get
abused. A disheartened artist is of no
use to the world.
Stay happy and stay sane.
Good luck and I hope this helps at least one person out there.
“Be happy with how far you’ve come, but not satisfied with
where you’re at.”
-Brett
“2D” Bean
3 comments:
Legal. :D
I will take this to heart. Great advice!
Write more! I'm new to your blog, but i like it!
Cheers
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