Contracting Artwork for Your Game
Collecting QuotesNow that you have your specification, it's time to venture forth and collect quotes. This is actually the easy part, though it is a bit daring since you are actually asking people how much they charge for the work you want done. Business people will recognize this as sending out RFPs (Requests for Proposals). If you have a collection of artist email addresses you could bulk email the RFP to them. If you're still building that collection of email addresses, however, you'll probably be posting the RFP on a public newsgroup or web-based message board. Keep this first post or email as short as possible while still providing the necessary information. You want to keep the post short so that the busy professional you're hoping to attract won't be put off by a long, rambling message. Try to include at least a quick overview of the kind of artwork you're looking for. This will, hopefully, prevent someone who does artwork similar to "Precious Moments" from asking about the contract for your "Quake" clone. Here is an example RFP: *** I am in charge of a computer game development project that requires contract artwork. The style of the graphics should be comparable to WarCraft 2 and Civilization 2. The pieces I require include terrains (grassland, hills, forest, etc.), buildings (lumber mill, farm, quarry, etc.), and military units (infantry, cavalry, etc.). Most are in the 48x48 pixel range and will involve simple animation. If you have the time to pick up this project in the next 4-6 weeks, email me at davidrm@busprod.com. Please include your availability and your rates. Thank you for your time in reading this. I look forward to hearing from you. *** As you receive inquiries, don't hesitate to ask for examples of the artist's work. You need to know what style of work they do and whether their body of work represents what you want. This includes both the style of the work and the overall quality. If it's not what you're looking for simply let them know. It's best to hold out for what you really want than to accept a "substitute" that you're not going to be happy with. Also, don't be shy about asking how much the artist charges and by what measure. If the artist is outside of your price range, it's best to find that out as quickly as possible. This minimizes wasted time on both sides. As for how they charge, generally, you're better off with an artist who charges by the hour than one who charges by the "piece" or by the model. A Word of Warning: Expect to be sticker shocked! If you've never priced out computer artwork before, you're in for an interesting education. When communicating with the artist, keep your messages as short as possible. Also, keep your messages on a professional level. If you are refusing a quote from an artist, make sure you specify why you are refusing. If you are refusing because you cannot afford their price, let them know. It's possible they will reduce the bid. In any case, word the refusal professionally. They will appreciate the consideration and might be willing to work with you on some other project in the future. You might be able to convince an artist to reduce her price for a few percentage points of ownership in the final game. Or you might get lucky and find somebody who is really excited about your game and will do the whole thing for a flat percentage of the game, no cash up front. But don't hold your breath. Good work never comes cheap. Even if you do not decide to go with any of the quotes you received, you now have a very good idea of what the artwork for your game is worth. You will have received time estimates for the work as well as cost estimates. With this information you could formulate a timeframe and a price and go the route of finding someone who will do the work for you for the amount you have in mind.
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