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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wcpfish

First Post
As a publisher, writer AND artist (btw I have made most of my money as a fine artist and not as an illustrator) I can say without hesitation that artists who undervalue their work help destroy the industry.

Imagine you are a world class chef. You went into debt up to your eyeballs to get into a top school. You came out and worked your way up over four levels from prep line to eventually having your name on your own place. You employ dozens of people, you paid an expert to design your menu, your atmosphere, everything. The location cost you an arm and a leg but it too had to be perfect. You have now worked your butt off over half a lifetime and you're starting to have just enough money to drive a new car and to take a once a year vacation. Guess what?

Joe Retired Guy sets up a little stand right next to your restaurant and offers his "awwww shux I'm just glad folks like it Saffron Curry Chicken for 1/6th the price of yours. Joe Retired Guy just cooks for the LOLZ and he's from a long line of trust fund babies. He doesn't need the money- cooking is just a "little hobby" for him.

Joe has just wrecked your business.

I have seen more truly great "Little Old Lady Weekend Hobbyist" Painters than I can count and they all just want "Oh....I dunno is $25 too much?" for their paintings. It devalues the hard work of every other artist out there. It's the reason artists are seen as cute/whimsical/eccentric types who clearly only want to work for the love of colors. Don't be that artist...please. Charge a fair price for your time, materials, and level of experience, stop wrecking the rest of us who have to feed our families.
 

delericho

Legend
Imagine you are a world class chef...

Joe Retired Guy sets up a little stand right next to your restaurant and offers his "awwww shux I'm just glad folks like it Saffron Curry Chicken for 1/6th the price of yours. Joe Retired Guy just cooks for the LOLZ and he's from a long line of trust fund babies. He doesn't need the money- cooking is just a "little hobby" for him.

Joe has just wrecked your business.

The World Class Chef has nothing to fear from Joe Retired Guy. People will still pay for quality. (Well, unless JRG actually does match WCC for quality, but if that's the case then one of them is in the wrong job.)

The people that Joe Retired Guy poses a threat to are the other small businesses - those who run their own little stands but who do need the money, or the person who runs the breakfast diner where the food is fine but not world-beating. Those are the guys Joe is undercutting and (potentially) matching on quality.

(And it's also worth noting that those little guys are under far more threat from McDonalds than Joe will ever pose. But that's outside of the scope of the RPG-artist analogy, so I'll not take it any further.)

I have seen more truly great "Little Old Lady Weekend Hobbyist" Painters than I can count and they all just want "Oh....I dunno is $25 too much?" for their paintings. It devalues the hard work of every other artist out there. It's the reason artists are seen as cute/whimsical/eccentric types who clearly only want to work for the love of colors. Don't be that artist...please. Charge a fair price for your time, materials, and level of experience, stop wrecking the rest of us who have to feed our families.

This I agree with. As I said up-thread, I think donating your time and effort is fine, and I think charging for your time and effort is also fine. But if you do charge, you should charge the going rate - precisely for the reason you give.
 

araquael

Explorer
Well, this thread finally made me get around to resetting my enWorld password! Huzzah!

As someone who has written professionally, floats around the dregs of the film industry and lives with and around full time artists, let me tell you: making art is work.

Not only is it work, it costs money to do.

Of course you can volunteer, but you don't do yourself much good. You cannot keep working for free in the hope that one day the grand spotlight of internet adoration will shine on you. You can do it a bit. But you won't be able to do it a lot. The best exposure is that gotten from a series of paid gigs. For several reasons, not least of which a paid gig will be part of a paid product with production values and editing and so on - in other words a product people will appreciate and remember. A paid gig, even a not-so-well paying one, comes with the wonderful feeling of maybe going out for coffee or dinner with friends with the proceeds with you in the buzzed-up knowledge that you got paid for your talent. Means you'll keep doing it, even as you deal with editorial notes, change requests and whatnot. Makes it easier to have a professional portfolio of stuff which will have acquired a reputation.

For artists, its a deal more important. Writing is reasonably cheap. Doing art costs. It means paying for things like a desk to work on, which is only good for doing art on, getting a lightbox, getting paints, getting some editing software, getting a tablet thingie to draw on. All of those things tend to degrade over time, so they all are going to eventually need replacing. And that's not even counting other costs having an art career might involve. Most of the full time artists I know make their money from big gallery shows - but the night they are wining and dining at the opening or the vernissage, they are usually thousands of dollars/pounds/whatever in the red. The big show had fees, their application fees and agency fees and and and and... Point being, art costs to do. Most artists are often doing a variety of different things to subsidise the art. Sculptors might work as 3d animators to pay the bills part of the year, or save up for application fees, or take smaller gigs to subsidise the big gigs. Remember too, that life gets mysteriously more expensive as you get older.

But what has that got to do with someone who just wants to draw some orcs and sexy elves? Well its fun doing it, and you can put it up on deviant art and people can like it. But soon as someone says "I need you to draw the orc with a battleaxe, not the spear you have been using" it becomes work. It's already work, but now its adjusting your talent, skill and energy for someone else. Work.

I know we're all meant to be part of exciting start up companies and doing stupid amounts of work for no reward in case there's a sudden buyout by Facebook, at which point we all become zillionaires, but the reality is, most people will work a job, and expect to be paid by the hour or a salary commensurate with the time they put it. It might be what you trained for, you may believe in what you are doing, but you're still figuratively drawing those battleaxes. Now imagine you're working one of those normal jobs and you've been waiting all week for Saturday to roll around. You're going to watch netflix, you're going to have coffee with a friend, maybe play something from Steam. Now imagine your boss calls you at 2pm to tell you there's been a rush order and everyone needs to come in. You'd kinda want to be paid. You'd be less than thrilled if you got in on that saturday and discover that since a few odd souls volunteered to come in and work for free, that you were now expected to work for free too.

It's work. You need to be paid. The problem is, the entire internet and modern media runs on content, which people are making all sorts of money off, and everyone's expected to generate it for free. Even your buddy's dog pictures on facebook is content being monetised by facebook. Hell your brother's spat with his ex is monetised content. Some people's dog videos and internet spats, done for free, are so effective that they get gigs doing branded content online and become stars with millions of youtube hits. Turns out, they aren't being paid either. But imagine the internet without them all.

Sure, everyone's creative, but only a smaller subset of people can turn that personal creativity and hobby into something marketable. If you have that knack, you owe it to yourself.

tl;dr - making stuff is work. Don't volunteer for something someone is making money off of (remember, the DM Guild is a way for WOTC to strengthen its brand value - it's cheap content to value add to the sold D+D products). The world expects you to work for free, because you are "creative." It's fulfilling. Until you find yourself scratching out that beautiful spear you just drew for a battleaxe that needs to be just so.
 

araquael

Explorer
Also, as for going rates to charge as an artist: how much do you earn per hour doing whatever other thing you do? If you're a student or something, use the local minimum wage.

Now double it. This is the holy word of artists around me. Basically, if you are a full time artist, then endless amounts of your time will be spent filling in forms, applying for grants, applying for shows, dealing with paperwork and bills. You're a small business after all. You are paying yourself for the art-work done and the other-stuff work done. If you are not a full time artist, you're basically working overtime. You are being asked, and asking of yourself, to give your best when you've already given your best to something else. And you're still going to be dealing with production notes, paperwork and revisions and the time footprint is never quite what you think it is.

It's also why the person who fixes your sink, or comes to set up some new TV all charge someone about $60 and upwards per hour.
 

spectacle

First Post
One more option is to use stock art, but personalize it. With a program like Photoshop you can easily take a stock picture and modify it. Change colors, cut out elements, change the background, mash two pictures together to get a unique illustration for your product.

Sure, you need some skill with the program to do it, but it requires far less skill than making art from scratch, and takes less time too.
 

Klaus

First Post
One more option is to use stock art, but personalize it. With a program like Photoshop you can easily take a stock picture and modify it. Change colors, cut out elements, change the background, mash two pictures together to get a unique illustration for your product.

Sure, you need some skill with the program to do it, but it requires far less skill than making art from scratch, and takes less time too.

Just be sure the license of the stock art you purchase allows for that kind of intervention (most don't).
 


dave2008

Legend
That's just plain wrong. Stock art wouldn't be of much use for anyone if you weren't allowed to modify it to fit in your product.

Legally you are wrong and Klaus is correct. If you stating your opinion or moral objection, well that is another matter. Just read the license, it will tell you whether or not and how much it can be manipulated.
 

That's just plain wrong. Stock art wouldn't be of much use for anyone if you weren't allowed to modify it to fit in your product.
I would suggest reading some stock art licenses. Some allow a wide range of modifications. Some only allow resizing and nothing else. As to which is more common, I won't claim authority without actually checking, but a) my general impression from stock art I have seen is that resize-only is more common, and b) I would trust Claudio as a authority on this given that he actually is a professional artist and has been in this biz for quite sometime. He knows what he's talking about.

Edit: FYI Most stock art (at least at DriveThruRPG - a great resource for this stuff) either explains the rights in the description, or, quite often, includes the license itself in the preview. So it's easy to see what the actual rights granted are.
 
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