Self Publishing: What's An Artist Worth?

If you're like many other folks who have recently delved into the foray of self-publishing 5E products, you've probably quickly realised that art is expensive (actually, I dislike using that term - it's not expensive for what it is). Some people are lucky enough to have artistic talent which lets them illustrate their own products; others need to rely on the hard work of other contributors to help bring their words to life. This short article covers a few basic ways you can get your product illustrated. Welcome to a well-established community of small and self-publishers in the RPG industry!

If you're like many other folks who have recently delved into the foray of self-publishing 5E products, you've probably quickly realised that art is expensive (actually, I dislike using that term - it's not expensive for what it is). Some people are lucky enough to have artistic talent which lets them illustrate their own products; others need to rely on the hard work of other contributors to help bring their words to life. This short article covers a few basic ways you can get your product illustrated. Welcome to a well-established community of small and self-publishers in the RPG industry!

Are You A Writer Or A Publisher?
First things first, it's important that you start from the right perspective. If you're producing and selling products, and using artists to illustrate them (we'll leave out editors and layout/design people for now), you're not just a writer any more. You're a publisher. A small publisher, perhaps, but a publisher nonetheless. Being a publisher isn't the same thing as being a writer - it requires different skills; and as a publisher, albeit a small one, you have a new set of responsibilities. Publishing ain't always easy, but it can be rewarding.

If you just want to be a writer, that's a different thing. As a writer, you don't need to worry about art, someone else can edit your work, someone else does the layout, someone handles the marketing, someone handles the accounting. If writing is the thing you really want to do, consider instead approaching a publisher and writing for them. They'll do all the (non-written) hard work, and you'll get paid for your writing.

But if you're doing the whole shebang - using artists, selling the work, and so on - you're a publisher. You may prefer to think of yourself as a struggling writer, but you've taken a step beyond that; and as a small publisher you need to consider the hard work of others involved in bringing your words to life. You may be surprised to find that that can take as long or longer than your actual writing, and involve just as much hard work!

Don't Work For Exposure
Now, art isn't cheap. Or at least, it shouldn't be - it is possible to persuade artists to work for peanuts (or worse, for exposure) but doing so is exploiting them. A quick Google search will reveal hundreds of articles about how artists should not work for free or for exposure, and the reasons why, so I won't belabour the point here except to say that it is important. I even wrote a similar article (focused on writers, not artists) a while back.

That might mean you can't afford art, at least at first. That's totally OK. It's OK to not be able to afford something, and to work towards being able to afford it, and books with little or no art are just fine! However, there are other options which mean that you can actually afford art and pay your artists a fair amount. Every small publisher has gone through this - if you look at DTRPG, you'll see thousands of small publishers who have gone through that very thing. Don't panic; it's not a new problem. If you keep producing quality stuff, you'll be able to start slowly improving the production values of that material. "But I can't afford it" is not a great reason to exploit somebody; it's a great reason to hone your craft and reputation and work towards being able to afford it. In the meantime, starting with little or no art is just fine; if your writing is solid, you have a great starting point.

That said, in this day and age, there are some amazing resources which enable you to early circumvent these barriers. It's a pretty wonderful time for self-publishing!

Some Solutions
The most obvious one is Kickstarter. Let's say you need a thousand dollars to illustrate your short book (like I said, art is not cheap - I spent £20,000 of Kickstarter funds on art for my WOIN books). A Kickstarter campaign to raise that thousand dollars has a number of benefits. First, you find out in advance if folks want your book. Second, it has its own marketing value all of itself. Third, it means you can pay your artists a fair wage. Fourth, if you raise more than your thousand dollars, you start making profit before even putting the book on sale. Fifth, you can then sell the book.

That's a win-win situation. Your book ends up looking good, everybody gets paid fairly, you make money. It's hard to find a good reason not to do that, especially when your back-up plan is to ask artists to work for free. Work out what art you need, work out how much it costs, and there's your Kickstarter goal. When your book gets funded, your artists' fair pay is built-in to the model.

I would normally include Patreon as an option, but the logistics are a bit awkward there. Certainly it's very suited to lots of small items, but if you want to use DMs Guild (which I assume most folks reading this do) the exclusivity clause at DMs Guild makes it slightly tricky getting your product to your patrons. I'm hopeful that some loosening of the rules (or a much needed extra feature - comp copies for DMs Guild publishers) is in the future, as that would make for the ideal solution.

What other options are there? The other obvious solution is stock art. There are stock art locations where you can buy art rights inexpensively, or even free public domain art. Those artists make their money by selling the same art to lots of people, rather than doing custom work just for you. There's the big places like Shutterstock, and there is tons of stock art available on DriveThruRPG. WotC has released some art to be used as stock art on DMs Guild (for free!) In fact, there are hundreds of places you can get stock art. Here's a quick list:
Now, there are places you can get art done for next to nothing. I personally feel that doing so is unfair. Some artists may well be willing to work for peanuts because (a) they don't know better and think that's the only way to get started as an artist or (b) they don't need the money as they have a full time job and are just doing it for fun. The former, unfortunately, have their viewpoint reinforced by all those publishers who keep telling them that that is true, when it isn't; the latter undermine the former because they make it look like art is, indeed, a cheap commodity. For that reason, even if you don't need the money, if you're an artist I hope that you still charge a fair price for your art, because not doing so harms those that do need the money.

Can you get art for dirt cheap, or free? Sure. Should you? The desire to get your awesome words out there and looking pretty is understandable and the temptation to do what you need to do to get that done right now is hard to resist, especially if you have no money to spend. I've been there! I asked Claudio Pozas, an artist I've known for 16 years, who started small and worked his way up:
Why not just offer US$5 and use whatever artist takes the bait? There are several reasons for that:

1) You'll get the art you paid for: probably rushed, from a starting, naive artist who is hurting his career more than helping.​
2) There's the ethical quandary of offering a payment that is unlikely to support the worker you're hiring. It's a matter of responsibility, when you have the power in the professional relationship (in this case, the job offer).​
3) for the publisher really scraping for money, there are several good artists out there that offer stock illustration. Sure, the art won't be uniquely yours, but it's better than to cheat an artist out of a living wage.​


OK, so now you're asking what a fair rate for art is? That depends on a number of things - colour, black-and-white, size, complexity, and so on. The range does, of course, vary - I'm not saying that beginning artists can charge as much as those who have spent years forging their reputation. A well-known artist may charge ten times or more than a new one; that's OK, as long as the new one is still charging a fair amount.

The average rates I tend to see from artists are in the region of $30 for a quarter page piece, $100 for a full page piece, maybe double that if it's full-colour. For a well-known artist, you may have to pay much more than that, but for the average freelancer, that's about the average. I asked Claudio Pozas again:
"Fair" depends on a lot of things: the artist's experience, the publisher's size, and the product's reach. At the very least, an artist -- like any other person -- should make a living wage out of his work. In the US, the minimum wage is US$7 (roughly) an hour, and there's talk of increasing that to US$15 (a minimum "living" wage).

If an artist is expected to spend two days on an illustration (between sketching, composition, rendering, and handling alterations), that's about 16 hours of work. That artist, at the very least, should be paid US$240 for his time.​
Granted, the artist won't probably work for 8 hours per day, that can be spread out over more days, as the freelancer has to deal with his own workflow, his paperwork, and have time to hone his skills.​
The bottom line is that each publisher should be prepared to contribute to an artist's living wage, so we can end the all-too-real image of the "starving artist". I can see a small, quarter-page illustration that could theoretically be finished (sketch + composition + rendering + alteration) over the course of 8 hours (again, putting together the hours actually spent on the image over several days), and the publisher offering US$120 for it.​
BTW, those numbers I gave you can be adjusted for, as you said, non-work-for-hire, etc. A b/w quarter-page illustration that an artist can do in 3 hours can start at US$30, easily.​

Now, Claudio is an established artist with a solid, reliable, professional reputation. $120 for a quarter page item isn't necessarily what a brand new artist can command, but they can definitely command more than just "exposure".

What about cartography? Dyson Logos offered this information when I asked: "As a cartographer, I charge $250 for a full page map, $175 for a half-page. This is for "work for hire", my rates are lower if we are dealing with licensed material instead (where I keep copyright and provide non-exclusive use licensing)."

You'll notice that Claudio says that an artist should be paid a living wage for work. Now, there is a problem there; I know it well! You, the publisher are not making a living wage, so why should the artist? It's a good question. It's also not the right question. If your business model doesn't allow you to pay a fair wage for art, the answer isn't "exploit an artist", it's "revise your business model; it doesn't work". Don't pass the pain onto those who depend on you - it is, sadly, yours to bear. There are solutions; they take work or patience, but I've outlined several above (start smaller; use Kickstarter; etc.) It may be that you just can't have the art yet. Don't worry - you can, with time, get yourself to a place where you can have it all! Think of it like hiring a builder or other craftsman to work for you (though those types of people long, long ago realised the value of their labour - you won't get them doing it for a fiver!)

You can do other things to make things fairer for artists, and maybe save some money. Consider letting them keep the rights to the art. When I publish, I no longer use work-for-hire art except for very occasional specific pieces which really need to be (and I pay more for them). Work-for-hire means you, the publisher, owns the copyright to the art. Instead, consider letting the artist keep the copyright (don't do that instead of paying them - do it as well as paying them, but you may be able to negotiate a lower rate). The artist can go on to make money by selling prints and the like; even WotC lets its cartographers do that these days. Hey, head over to my friend Claudio Pozas' art store and buy a print of this gorgeous cover he did for To Slay A Dragon. The odds are you don't really need it to be work-for-hire. If for some reason it does need to be work-for-hire, you can still give the artist permission to sell prints themself.


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Von Ether

Legend
What a great thread. Wish I had seen this earlier.

I used to do a ton of freelancing in the RPG industry, but failed to get a paid a few times or fell for Paid on Publication traps after turning in finished work. Just be sure to get 50% deposit and don't send your high res (300 dpi tiffs) art until the client pays via paypal after approving the art as web quality only jpegs!

That said, most of the client I've worked with over the years have been exceptional, and many I consider friends now.

Presently, I have a handful of great, long term clients, as well as produce my own RPG product lines and hire myself as the artist. I finally love Monday mornings!

I have produced art for my Fantasy Clip Inks line for years now, and just published our 20th stock art set, but there is only so much a publisher can do with stock art. If and when I hire other artists for The Mutant Epoch RPG, I'd try and hire a mix of talented newbies, as well as try and get some more affordable quarter page images from industry veterans like Eric Lofgren, Bradley K. McDevitt, Stefan Poag, or Peter Mullen, as paying the full page rate might be too steep for me at this time.

Looking back to when I started doing work for Fantasy Flight Games, Goodman Games, Kenzer and Company and dozens of other d20 publishers of the time, I was never asked to do stuff for free in return for exposure... but then again, things might be different now. So, If I were a new artist wanting to get my name out there, and while waiting for clients, I'd set up a stock image brand and sell sets or individual images on RPGnow and Drivethrurpg.com, etc. Its great practice to produce finished inks, draw daily, experiment, increase your speed and offers income for you and affordable art for talented writers and indie publishers.

Just my 2 cents.

Have a great day,
Will McAusland

Links to the artists I've mentioned in this post:
Eric Lofgren http://ericlofgren.net/index.php
Bradley K. McDevitt http://www.bradleykmcdevitt.net/
Stefan Poag https://stefanpoag.com/
Peter Mullen http://pmullenblog.blogspot.ca/

I know some industry friends who have graduated from using clip art to hiring those same artists later for custom pieces. So this method does work on some level.
 

Inchoroi

Adventurer
That's not the message. The message is "find another way to pay for it". Kickstarter is an excellent resource, and many people avail themselves of it. It's a wonderful way to ensure that all contributors get paid.

Start a Kickstarter, then hire the desperate artist for a fair wage! It's more work, sure, but publishing is a lot of work. And your starving artist comes out of that a whole lot better.

Stock art, too, is a great solution. It lets artists use a different model (selling the same art to lots of people) and make their money that way; at the same time it lets the publisher pay very low prices.

There are solutions!

Morrus, please do more articles like this! I just started doing a little writing for a 3pp, and this is super useful.
 

Kobold Boots

Banned
Banned
I'm why you ended up with unions? That's very flattering.

I shall be waiting for the next incarnation of the Doctor that looks much like you and is responsible for kicking off the Industrial Revolution in England by buying up all the farmland and forcing the former landowners to work in urban factories...

KB
 

jrowland

First Post
My 2cp:

There's always, purposely crappy (ie cheap or self drawn) art. Stick figures and the like. Hand drawn dungeon maps without fancy cartography, hand drawn region map that "old-one-eye drew when he wasn't that drunk". You get the idea.
 

Yaztromo

Explorer
I have no direct publishing experience (and I'm glad about it!) but I have friends that told me that actually getting the artwork from the artists they employ, apart from the due money, takes also a lot of time.
From what I can understand from the other posts, sounds like there are plenty of artists ready to jump at the opportunity of working, but this doesn't stack up with the feedback that it takes a lot of time to get your artwork delivered.
Can anybody explain this, or my friends working in publishing are probably in a strange/uncommon situation?
 

Morrus

Well, that was fun
Staff member
I have no direct publishing experience (and I'm glad about it!) but I have friends that told me that actually getting the artwork from the artists they employ, apart from the due money, takes also a lot of time.
From what I can understand from the other posts, sounds like there are plenty of artists ready to jump at the opportunity of working, but this doesn't stack up with the feedback that it takes a lot of time to get your artwork delivered.
Can anybody explain this, or my friends working in publishing are probably in a strange/uncommon situation?

Project management is a skill like any other. That’s the primary skill of a publisher. It’s not for everybody!

Plan ahead, leave enough time for art. Good art isn’t quick. Don’t send out your art call while your layout artist sits waiting.

Like any freelancing relationship you build contacts with artists you work well with and who prove to be reliable. There will always be mishaps along the way; you chalk them down to experience and carry on. Eventually you find you have a great workflow with a group of awesome freelancers. But it takes work.
 

Von Ether

Legend
I have no direct publishing experience (and I'm glad about it!) but I have friends that told me that actually getting the artwork from the artists they employ, apart from the due money, takes also a lot of time.
From what I can understand from the other posts, sounds like there are plenty of artists ready to jump at the opportunity of working, but this doesn't stack up with the feedback that it takes a lot of time to get your artwork delivered.
Can anybody explain this, or my friends working in publishing are probably in a strange/uncommon situation?

Not only does good art take time, freelancers have to be like squirrels and save up for the lean months. That means taking on as much work as you possibly can when it's offered.

To put it plainly, it's almost arrogant to assume but the artist is just waiting around for your particular piece to work on immediately.

Always assume you are is going into a queue and plan accordingly.
 
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Morrus

Well, that was fun
Staff member
Not only does good art take time, freelancers have to be like squirrels and save up for the lean months. That means taking on as much work As you possibly can when it's offered.

To put it plainly, it's almost arrogant to assume but the artist is just waiting around for your particular piece to work on immediately.

Always assume you are is going into a queue and plan accordingly.

One shouldn't need to assume anything. Both parties should be clear about their expectations and agree upon a deadline. That's what contracts are for; they take away the assumption part.
 

Von Ether

Legend
One shouldn't need to assume anything. Both parties should be clear about their expectations and agree upon a deadline. That's what contracts are for; they take away the assumption part.

True. Though if a new publisher is wondering why they should plan waaaay ahead for art (How can it take weeks to do one character piece?!?) It's part of the "Art takes time." + "You are now in the queue." equation.
 

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