Ask HN: Ever hired an artist?
I've been making social apps for about two years now, but so far they have never used graphics. I don't know any artists, and don't really know where to find them, or even the right terminology. What I'd like to accomplish at this stage is as a test get a few simple drawings done, such as badges that users can get, and then expand from there once I find a relationship I'm comfortable with.
I've tried posting on DeviantArt and other forums, but when I browse the replies others are getting, the portfolios posted don't seem to compare well to the level of graphics in social games like FarmVille. Now I'm thinking that instead of trying to contact individuals, I should find some kind of an art company which has already gathered such talent. I've only found one promising company so far (http://animasia-studio.com), hoping they could help.
Have you ever successfully gotten something more complex than a simple logo done for you by an artist / company? Can you recommend anyone? Please share your experiences, thanks!
14 comments
[ 99.7 ms ] story [ 1583 ms ] thread(Having seen the output and heard what he paid for it I think either he is the most talented hiring manager in the entire world or the price on original artwork has cratered so comprehensively that the industry is doomed, doomed, doooooomed.)
Or, amateurs don't know what they're worth, like it always has been.
Another tip besides DeviantArt: look on forums for mods of games that use the style you want. These forums have tons of talented amateurs.
He made the tiles used in this game of mine: http://skirmishzone.com//data/maps/previews/office_126298036...
So for us, it wasn't worth it. We have an in-house artist, but wanted contractors on-hand so we could develop multiple campaigns in parallel. But at that price point, it was impossible to pass the cost off to a client and still make any money.
I mentioned we have an artist. Of the 4 founders, 1 is pure art (classically trained) and another is a designer/programmer. They've been invaluable, even now that we're doing no-art-required data/advertising stuff.
Extra art cycles are great for sales because you can go in with pitches that do all the creative work for prospective clients -- they just have to say yes. And if there's art downtime, they can also pick up a lot of the office management, PR, support, QA, etc work that typically cuts into development time.
Lots of people talk about getting art done via contractors, and it's probably affordable if your product isn't 90% art. The best process is to ask for samples. You can tell them what you are looking for (always send aesthetic examples) so the sample is relevant, but don't expect them to complete your task as a demo.
One warning: I'd recommend you pay extra for an artist who knows how to build art that works with your production environment, whether that's making webpage-friendly images, properly sized swfs, or whatever else. The last thing you want to be doing is having to format/adjust/whatever every file revision that arrives.
http://brianbarber.com
I am not affiliated with Rick, but would use his services again.