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Getting the most out of an artist.

Kobi Kobi KooKobi Kobi Koo __BANNED USERS regular
edited December 2010 in Help / Advice Forum
How do you get a paid artist to unleash their full creative potential on a concept art project with the same intensity as an artist working on his own personal projects?

Paying them more just causes them to produce more work, but without really raising creative quality.

Kobi Kobi Koo on
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Posts

  • saltinesssaltiness Registered User regular
    edited December 2010
    Threaten to fire them in favor of someone who will?

    saltiness on
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  • Kobi Kobi KooKobi Kobi Koo __BANNED USERS regular
    edited December 2010
    We don't hesitate to fire an artist. We've done it again, and again.

    But then we have to find a new guy to replace them and it's the same shit again.


    And it's not like we're not giving them anything to work with, we write up very detailed descriptions and backstories as to what we want to see. We've even learned to not even hire any motherfucker who doesn't use absolutely perfect grammar or writing skill because chances are they won't truly understand what the hell we're trying to convey.

    Is this a common thing

    Kobi Kobi Koo on
  • SentrySentry Registered User regular
    edited December 2010
    Maybe you need clearer expectations? I mean, if your only direction to them is "live up to your creative potential" I can only imagine the wide range of products that would illicit.

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  • darkmayodarkmayo Registered User regular
    edited December 2010
    What kind of work is it? (designing websites? logos etc?)

    What is the disparity you are seeing between what the artists are giving you and you are asking for?

    Are they just not doing the work?

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  • Forbe!Forbe! Registered User regular
    edited December 2010
    Try to get them excited about the project?

    Forbe! on
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  • kaliyamakaliyama Left to find less-moderated fora Registered User regular
    edited December 2010
    If you are as vague and unspecific with your creative hires as you are with your H/A posts it is probably a case of GIGO.

    kaliyama on
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  • WassermeloneWassermelone Registered User regular
    edited December 2010
    So six artists that havn't been that enthused after you've hired them that suddenly go from very creative to not very creative...

    Ever thought the problem was with you guys? There is such a thing as a terrible client.

    Wassermelone on
  • ceresceres When the last moon is cast over the last star of morning And the future has past without even a last desperate warningRegistered User, Moderator Mod Emeritus
    edited December 2010
    So six artists that havn't been that enthused after you've hired them that suddenly go from very creative to not very creative...

    Ever thought the problem was with you guys? There is such a thing as a terrible client.

    This is the vibe you're giving at the moment. If you're looking for inspired work, you may need to be a little inspiring. Also, if you aren't leaving any room for creativity, you are less likely to get any creativity.

    You're not giving a lot of detail though, so it's a little difficult to advise.

    ceres on
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  • AlyceInWonderlandAlyceInWonderland Registered User regular
    edited December 2010
    So six artists that havn't been that enthused after you've hired them that suddenly go from very creative to not very creative...

    Ever thought the problem was with you guys? There is such a thing as a terrible client.

    This. I probably wouldn't want to work with you guys from how you're conveying yourself, and I'm a broke as fuck artist.

    AlyceInWonderland on
  • Modern ManModern Man Registered User regular
    edited December 2010
    I imagine a professional artist will do his best to turn out the work required of him. He needs to pay his bills, after all.

    If you're finding that none of the people you hire meet your expectations, you may have to re-examine those expectations and/or how you convey them to the artist.

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  • HypatiaHypatia Registered User regular
    edited December 2010
    ...we write up very detailed descriptions and backstories as to what we want to see.

    It's hard to say without seeing your detailed description, but there's the possibility that with your extremely detailed descriptions of what you want to see you're completely choking out any creativity on the part of the artist, which makes them not very enthused about working on your project.

    It's a lot easier to get excited about something when you're given general specs like the target audience is and what the message is. No one wants to be the "automated machine that just implements what Mr. Client says he wants to see."

    You're hiring an artist, presumably because you think they're creative and have some expertise, if you aren't trusting that they're more of an expert on creating it than you are, why the hell are you hiring them? Go do it yourself.

    Again, take that with a grain of salt because without seeing your detailed descriptions we just have to make some assumptions.

    Hypatia on
  • bsjezzbsjezz Registered User regular
    edited December 2010
    give them more creative agency.

    bsjezz on
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  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited December 2010
    We don't hesitate to fire an artist. We've done it again, and again.

    But then we have to find a new guy to replace them and it's the same shit again.


    And it's not like we're not giving them anything to work with, we write up very detailed descriptions and backstories as to what we want to see. We've even learned to not even hire any motherfucker who doesn't use absolutely perfect grammar or writing skill because chances are they won't truly understand what the hell we're trying to convey.

    Is this a common thing

    You aren't looking for creativity. Creativity means the artist has leeway to express themselves in the art. What you're doing is hiring an artist to make you a really creative project, and then handing them a paint-by-numbers kit and telling them if they violate any of the rules, such as not following the numbers, not using the correct colors, or even painting outside the lines, then you'll fire them and find some other artist.

    My suggestion is the next time you hire an artist, don't be so detailed and let them work. Give them the backgrounds, but be a little vague with the descriptions so they have room to work and express themselves, because that's what being creative is all about- expression.

    EDIT: Beat'd. Still good advice, though.

    JaysonFour on
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  • Kobi Kobi KooKobi Kobi Koo __BANNED USERS regular
    edited December 2010
    We provide plenty of description, history, themes, what we don't want, etc.. Plenty to work with.

    The problem we notice is that their first few sketches are always the best ideas.

    Then it's downhill from there...

    Clearly, I'm losing my patience. We can't just keep burning money away. It feels like we'd probably get more bang for our buck if we just paid only the upfront payment, got the first batch of sketches, fired them, got someone new, gave them those sketches and our new ideas and then got their first sketches and fired them, and then continued on... until we have a shitload of unrelated ideas piled up from a bunch of artists.

    Which is really what we want anyway! Then get someone make more finalized versions of the stuff we do like.

    But we don't want to do that.

    Kobi Kobi Koo on
  • ceresceres When the last moon is cast over the last star of morning And the future has past without even a last desperate warningRegistered User, Moderator Mod Emeritus
    edited December 2010
    I'm curious as to how exactly you think the creative process works.

    ceres on
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  • Kobi Kobi KooKobi Kobi Koo __BANNED USERS regular
    edited December 2010
    I'm sure the descriptions aren't choking anything. There isn't much concrete physical description unless something HAS to be a certain way.

    We say something like "This type of character hangs out by the river often" or "this guy looks like he could rip your head off with his bare hands", so they can get a feel. Though more than that of course, like paragraphs worth.

    Kobi Kobi Koo on
  • darkmayodarkmayo Registered User regular
    edited December 2010
    We provide plenty of description, history, themes, what we don't want, etc.. Plenty to work with.

    The problem we notice is that their first few sketches are always the best ideas.

    Then it's downhill from there...

    Clearly, I'm losing my patience. We can't just keep burning money away. It feels like we'd probably get more bang for our buck if we just paid only the upfront payment, got the first batch of sketches, fired them, got someone new, gave them those sketches and our new ideas and then got their first sketches and fired them, and then continued on... until we have a shitload of unrelated ideas piled up from a bunch of artists.

    Which is really what we want anyway! Then get someone make more finalized versions of the stuff we do like.

    But we don't want to do that.

    Without going into too much detail what exactly are you hiring the artists for? Whats the end product going to be?

    darkmayo on
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  • Kobi Kobi KooKobi Kobi Koo __BANNED USERS regular
    edited December 2010
    ceres wrote: »
    I'm curious as to how exactly you think the creative process works.

    fuck if I know.

    Someone explain it to me.

    Kobi Kobi Koo on
  • Kobi Kobi KooKobi Kobi Koo __BANNED USERS regular
    edited December 2010
    darkmayo wrote: »
    We provide plenty of description, history, themes, what we don't want, etc.. Plenty to work with.

    The problem we notice is that their first few sketches are always the best ideas.

    Then it's downhill from there...

    Clearly, I'm losing my patience. We can't just keep burning money away. It feels like we'd probably get more bang for our buck if we just paid only the upfront payment, got the first batch of sketches, fired them, got someone new, gave them those sketches and our new ideas and then got their first sketches and fired them, and then continued on... until we have a shitload of unrelated ideas piled up from a bunch of artists.

    Which is really what we want anyway! Then get someone make more finalized versions of the stuff we do like.

    But we don't want to do that.

    Without going into too much detail what exactly are you hiring the artists for? Whats the end product going to be?

    The artwork is turned into 3D models for a game mod.

    Kobi Kobi Koo on
  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited December 2010
    You're not really making much sense here... if you like their first few sketches, tell them what you like and don't like, and get them to keep working on it until you're both happy with it. You can't expect them to simply reach into your head and pull out the idea you want to see.

    It might take more than one go-around to find what works. But you seem to be interested in speed instead of creativity. The two are not really compatible.

    JaysonFour on
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  • bsjezzbsjezz Registered User regular
    edited December 2010
    ceres wrote: »
    I'm curious as to how exactly you think the creative process works.

    fuck if I know.

    Someone explain it to me.

    it's driven by ideas. you have an idea, you want to articulate it in the best way possible, and that involves creativity and technical skill. if your artists are not getting the feeling that they are able to articulate their own ideas, they will not be really outputting with any passion

    bsjezz on
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  • darkmayodarkmayo Registered User regular
    edited December 2010
    darkmayo wrote: »
    We provide plenty of description, history, themes, what we don't want, etc.. Plenty to work with.

    The problem we notice is that their first few sketches are always the best ideas.

    Then it's downhill from there...

    Clearly, I'm losing my patience. We can't just keep burning money away. It feels like we'd probably get more bang for our buck if we just paid only the upfront payment, got the first batch of sketches, fired them, got someone new, gave them those sketches and our new ideas and then got their first sketches and fired them, and then continued on... until we have a shitload of unrelated ideas piled up from a bunch of artists.

    Which is really what we want anyway! Then get someone make more finalized versions of the stuff we do like.

    But we don't want to do that.

    Without going into too much detail what exactly are you hiring the artists for? Whats the end product going to be?

    The artwork is turned into 3D models for a game mod.

    Ok, so a game mod. How much are you paying the artists and where are you finding them.

    darkmayo on
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  • WassermeloneWassermelone Registered User regular
    edited December 2010
    Are they doing turn arounds?

    Im still thinking the problem might sit with you and the direction you are giving. Ive had clients give me great prompts that then turn out to be soulsucking projects just because of the client being... terrible.

    Wassermelone on
  • Kobi Kobi KooKobi Kobi Koo __BANNED USERS regular
    edited December 2010
    OK, lets say this is a scenario:

    You have a game, and you want to make some good graphics for it. All you got right now are cubes for models and blocky landscapes and shit.

    But you want this game to look good and have a tight theme, and just an overall unique look. You want graphics that are fit for the game you have made.

    Your team has 0 art skill but deep pockets (to an extent).

    How do you accomplish this goal.

    Kobi Kobi Koo on
  • NotYouNotYou Registered User regular
    edited December 2010
    If the first sketches are the best, then something is making them worse right? Is the artist changing the first sketches into something you don't want because of what you said, or because of what they want? Are the artists simply not good at rendering light and color? Does their portfolio demonstrate the level of quality that you want in your finished pieces?


    Edit: to answer the question you just wrote, it entirely depends on hiring talented individuals. However, if you want a creative artist to really shine, you have to give them creative control. You've said it yourself, you have no art skills, so don't try and art direct someone who knows better than you what makes something look good. If you can't trust a person to do this, then you have hired the wrong person.

    NotYou on
  • WassermeloneWassermelone Registered User regular
    edited December 2010
    OK, lets say this is a scenario:

    You have a game, and you want to make some good graphics for it. All you got right now are cubes for models and blocky landscapes and shit.

    But you want this game to look good and have a tight theme, and just an overall unique look. You want graphics that are fit for the game you have made.

    Your team has 0 art skill but deep pockets (to an extent).

    How do you accomplish this goal.

    Find an art director. Then trust them. Let them do their job. Let them find artists and work with those artists. And then don't back seat art direct.

    Wassermelone on
  • OnTheLastCastleOnTheLastCastle let's keep it haimish for the peripatetic Registered User regular
    edited December 2010
    The problem is you. This is intended as helpful advice, and I guarantee that six artists did not magically decide "fuck it, I don't care" and phone it in. Like Ceres said, you do not seem to understand how creativity works.

    I'm a writer and have many professional artist friends (most do web design now, some graphic design). You can give me a strict set of guidelines and guess what, I will do that. You can give me a general set of guidelines (like a made-up theme off the top of my head: feudal Japan mixed with Victorian England) and I'll probably drum up a few different things, bounce them around and show you one or two. It's not like creativity just dies. You are either capable of being creative (which is why writers block is such a big deal in many stories) or you aren't.

    I've never seem someone just tap out of it like they were pouring water out of a can.

    You should learn about game design and how the product moves from idea all the way over to finished product. There's a lot to it, and your lack of knowledge on the subject is likely the problem. I feel bad for the people you fired (and maybe hired when they weren't qualified if you didn't know what to look for).

    edit: Yes, you need an art director. Or if just one artist is doing it all, that's their job. You can give them a general overview of mood, themes, etc. but if you could design it as well as a professional artist, well then you'd be a flipping professional artist.

    OnTheLastCastle on
  • bsjezzbsjezz Registered User regular
    edited December 2010
    OK, lets say this is a scenario:

    You have a game, and you want to make some good graphics for it. All you got right now are cubes for models and blocky landscapes and shit.

    But you want this game to look good and have a tight theme, and just an overall unique look. You want graphics that are fit for the game you have made.

    Your team has 0 art skill but deep pockets (to an extent).

    How do you accomplish this goal.

    if you wanted the visual world to seamlessly tie into the the narrative, theme, gameplay, everything, you really would have needed the artist's input from day zero.

    bsjezz on
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  • DruhimDruhim Registered User, ClubPA regular
    edited December 2010
    Darkmayo asked very relevant questions that haven't been answered yet. Where are you finding your artists and what kind of pay are we talking about? What you consider to be "very deep pockets" may not be nearly as generous as you think it is. So you might want be more specific with the forum so people can give you more meaningful feedback.

    Druhim on
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  • darkmayodarkmayo Registered User regular
    edited December 2010
    OK, lets say this is a scenario:

    You have a game, and you want to make some good graphics for it. All you got right now are cubes for models and blocky landscapes and shit.

    But you want this game to look good and have a tight theme, and just an overall unique look. You want graphics that are fit for the game you have made.

    Your team has 0 art skill but deep pockets (to an extent).

    How do you accomplish this goal.


    There is probably some sort of artist collective website that you could probably tap and look for artists that have a style that you really like, make sure to pick out a few and then write up an RFP, outline what you want from the artist (initial bw design sketches, then inked/colored character design sheets etc)

    Since you guys have zero artistic skill give the artist a fairly wide birth and see what they do, make sure your proposal has sections for redraws, editing etc.

    If the final product is full color character design layouts (With characters front, back, side, side, top, bottom view ) so your 3d artist then can recreate the character (hopefully they are good) since you guys are going to be doing the 3d you should be deciding before hand what you kinda want the style to be, is it cartoon, cell shaded, realistic etc, of course this should be decided during your search for an artist.

    Have a timeline set as well with set dates for deliverables (slightly negotiable of course)

    Never ask for artwork for free, and get quotes from the artist on how much they charge for various drawing types.

    There is probably more but that should be a good start.


    Oh and hire an art director.

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  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited December 2010
    OK, lets say this is a scenario:

    You have a game, and you want to make some good graphics for it. All you got right now are cubes for models and blocky landscapes and shit.

    But you want this game to look good and have a tight theme, and just an overall unique look. You want graphics that are fit for the game you have made.

    Your team has 0 art skill but deep pockets (to an extent).

    How do you accomplish this goal.

    Give the artist the blocky landscape and some general ideas as to what you want the area to look like without telling them "it better look like this or you're shitcanned". Give the artist the cube models and give them some general background information (age, job, etc.) without any hard details and let them come up with some good work. Do NOT give them a massive pile of paper detailing EXACTLY how you want everything to look. Just like how a writer isn't a personal fanfiction dispenser, an artist is not a color copier complete with USB-supported mind-reader helmet. You seem to be looking for the copier with helmet, not an artist.

    Creative types work better in generalities instead of hard, fast rules. Give me a few sentences, I can weave you a world. Give me all the details up front, I'll tell you to write it yourself. I'm actually not surprised you've been burning artists like cordwood- you already have an idea as how the art should look, not to mention the whole "my way or the highway" attitude that isn't really conducive to an artist trying to do thier best work.

    Next time you hire an artist, don't lay so many ground rules and see what you get.

    JaysonFour on
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  • DruhimDruhim Registered User, ClubPA regular
    edited December 2010
    Yeah, you think you're giving artists more to work with by giving them lots of detail but you're really just constraining their creativity and telling them, "you can't do all these other things that might work really well also." They're artists, let them art.

    Druhim on
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  • OnTheLastCastleOnTheLastCastle let's keep it haimish for the peripatetic Registered User regular
    edited December 2010
    I'm not trying to be snarky, but reading Clients From Hell would probably help. You've said a few things already that could've come straight from submissions.

    i.e. a bunch of people admitting to zero artistic ability telling multiple artists they're crap and hoarding their good stuff.

    We all have talents. You gotta let the people talented in the right way help you out where you aren't and keep your ego out of the way.

    OnTheLastCastle on
  • Kobi Kobi KooKobi Kobi Koo __BANNED USERS regular
    edited December 2010
    The artists are paid anywhere from 800 to 1000 dollars a week, I don't know where they are from I'm not responsible for finding them.

    Ironically, the artists are the highest paid members of the whole team. None of us gain any money from this and it is funded entirely from our own money.


    We'd love to give complete creative freedom to an art director and trust we're going to get something truly inspiring in return and not something that looks like it was just done because it pays the bills, but chances are we're not going to get that without paying a hell of a lot more than we are now.

    Kobi Kobi Koo on
  • bsjezzbsjezz Registered User regular
    edited December 2010
    so you've answered your own question

    cough up more, or lower your standards

    there's nothing to be ashamed of in the latter option. perfection doesn't come easily, and it's already apparent that the project you're working on is never going to approach artistic perfection

    bsjezz on
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  • Kobi Kobi KooKobi Kobi Koo __BANNED USERS regular
    edited December 2010
    What's a simple way to test an artist's creativity level before hiring them?

    I've noticed some artists need really detailed information about what you want, and others like was said can take a simple sentence and craft some good shit. Not everyone is the same.

    Kobi Kobi Koo on
  • Kobi Kobi KooKobi Kobi Koo __BANNED USERS regular
    edited December 2010
    bsjezz wrote: »
    so you've answered your own question

    cough up more, or lower your standards

    there's nothing to be ashamed of in the latter option. perfection doesn't come easily, and it's already apparent that the project you're working on is never going to approach artistic perfection

    eventually we will probably just end up lowering our standards.

    this would be a lot easier if we had a dedicated artist on the team that we didn't have to pay. I've thought of developing art skills for this very purpose, but it would take years to get to a level of skill worth a damn.

    Hiring people to do all the other work we've done alone would have probably made this prohibitively expensive. god damn

    Kobi Kobi Koo on
  • OnTheLastCastleOnTheLastCastle let's keep it haimish for the peripatetic Registered User regular
    edited December 2010
    Look at their portfolio and ask them questions about their process and how they work. Ask for references from past projects if they have them. The interview isn't just you asking them, you also describe what you expect and the process. A lot of people are eager to get a job they're interviewing for so maybe they'll overlook any misgivings, but really they shouldn't.

    Why am I telling you how to interview someone for a job...? There isn't a simple test for creativity. We're not measuring how tall they are, we are talking about one of the intrinsic qualities of human beings.

    OnTheLastCastle on
  • bsjezzbsjezz Registered User regular
    edited December 2010
    creativity level

    heh

    edit: mine is 43

    bsjezz on
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  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited December 2010
    Please don't take any of this personally, OP:

    The reason you have problems isn't because of the artists. It's because of you and the rest of the team. You want creativeness in your art, but at the same time, you drown them in details as to how everything is supposed to look. It's self-defeating.

    Stop trying to justify that the artist should be a mind-reader because you're coughing up that much cash. Give them freedom to work, and you might be pleasantly surprised as to what you could get for your money.

    If you've gotten all six artists through the same source, your group/company/whatever might have a horrible rep among the rest of the community by now. I'd look for a different source for your art.

    It's art, for crying out loud. You can't rush it, you can't force it. Give the artist a realistic deadline, a good amount of leeway, and some creative freedom. Do that and I'd bet artist #7 will be the last one you hire.

    JaysonFour on
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