A Site for Emerging Artists
Posts tagged licensing
How to License Art to Manufacturers
Jun 15th
The key to being able to license your art is to create the right art for products that appeals to manufacturers, retail stores, and ultimately consumers. You also need to know the ins-and-outs of the art licensing industry but before you jump into it you need to decide whether licensing your art is right for you. Read “Is Art Licensing Right for You? / Interview with Tara Reed.” If the answer is yes, you need to learn about art licensing, create the right art, create a strategic plan on what types of manufacturers to license your work, find those manufacturers, and most importantly follow up with the contacts you make.Exclusive Sneak Preview: A Guide to Art Licensing & Publishing
Apr 15th
Jan Weiss, an art publishing industry insider and veteran of 15 years, has written a new ebook to help artists understand the world of publishing. Should you choose to license your work to an art publisher? What about self-publishing?
Jan is getting accolades already from other professionals in the field with her complete and easy-to-understand guide, “The Coexistence of Art and Money”. She has given us a sneak preview in the form of an excerpt from the book. Visit Jan’s site at www.theartplanet.com for more information and to order your copy!
Working with a publisher can be fabulous and frustrating and economically smart. You will need a serious reality check working with a publisher because nothing happens overnight. Instant success is a nice phrase but far removed from reality. Patience is key to your success as well as thinking long term.
There are advantages and disadvantages of choosing to work with a publisher. So let’s make a list:
Advantages
- Big budget.
- They do all the marketing
- They deal with legal issues
- You can create while they do all the publishing work.
Disadvantages
- Give up part of the royalty
- They can drop you
- They tell you what to do (this could be an advantage too)
- It’s takes a long time to see a return
Publishers are the ones making all the decisions about what to publish, when to publish and who to sell it to. You don’t get to control this however you get to make art and they spend the money to market it. Though you are leaving it in their hands you are also working with companies that have a long history (hopefully) and the know-how and brains behind the operation to figure out how to make money. If they don’t sell your art they don’t make money so it is of course to their advantage to sell it and then you get to reap the rewards by getting a royalty check. You will like that. I promise.
The disadvantages are simple. You give up a certain amount of control over your art. The publisher may give you direction and then you may be asked to revise it and maybe you think it’s perfect but they don’t. That’s the way the game plays. They aren’t perfect and the publisher may be going in the wrong direction. That’s why it’s important to have good communication with the art director. Don’t be shy about offering suggestions or reasons behind why you have rendered an image in a certain way. If the art director isn’t willing to listen you may need to rethink the relationship.
A publisher will usually work on a royalty basis so that you will receive a percentage of the sales. This percentage can be as low as 5% or as much as 20%. Make sure you know what this number is and are happy with it. A publisher may negotiate but there is generally an industry standard of 10% so expect that. Royalty payments are usually paid quarterly if a minimum royalty is earned.
If the publisher is not making any money on you they may decide to drop your contract. It is frustrating but they are making an investment and must believe in the investment. If that happens ask them to be candid and give an honest reason for dropping you. If you know why, this will help you in working with another publisher or going on your own.
Speaking of going on your own this is a perfect time to segue into the world of self publishing. Let’s begin with another list:
Advantages of Self-Publishing
a) Your own boss
b) Own direction
c) Own schedule
d) You get the whole royalty
e) Print on demand. You don’t have to keep inventory
Disadvantages of Self-Publishing
a) Getting the clients
b) Working alone
c) You are in charge of all bookkeeping
d) You have to do all the promoting and marketing.
e) You are responsible for having to pay all imaging costs such as scanning
If you decide to self publish the weight of everything falls squarely on your shoulders. That may be a good thing if you have business acumen and a realistic outlook. If you have stars in your eyes about becoming famous then you might not be ready or mature enough to take this on yourself. If you have had some measure of success in marketing your original art then maybe you can seriously consider self publishing. Because of internet access to printers and on-line galleries that world of self publishing has opened up. Years ago…it was nearly impossible to get a large print made. You either needed to order 1000 at a time or pay an arm and a leg. Not anymore. Many sites offer resources for you to upload high res files and order the print yourself or drop ship to a customer. And you do not have to hold inventory. When your customer order is placed then you send the files to your printer. This is referred to as Print-On-Demand. The time is right for self publishing. The major disadvantage you will find in this is that you do not have the marketing advantage that publishers have. They have the money to exhibit at tradeshows and have connections to major retail sources. You are free to exhibit at tradeshows and if you have the financial backing it’s an excellent way to get your art in front of potential buyers.
In later chapters we will talk more about social networking. This is key to marketing your art.
Self-publishing can be lonely. Join on-line art groups and connect with other artisans. If you live in a community with artists groups it might be a good time to join. Visit open studios to see what everyone else is up to. Listen and learn.
How to Become a Successful Book Illustrator/Interview with Duncan Long
Mar 31st
By Carolyn Edlund
Self-taught artist and illustrator Duncan Long has created a successful career in book illustration. His resume and list of clients is impressive, and he usually has a full schedule of projects ranging from magazine illustration to book cover art. He agreed to talk about his work and how other artists can pursue book illustration as well. Visit his website to see his full portfolio and check out Duncan’s blog for lots more information and insightful articles.
AS: Could you give us an overview of how you create your work?
DL: Everything generally starts with some sort of “picture” in my mind. I work toward that but don’t always end up with the picture I originally had in mind. Sometimes what is envisioned just doesn’t work, and sometimes I’ll realize there’s an even better way to do something. So sometimes the path takes a very different turn. Other times, I’ll end up with the illustration pretty much as I had envisioned it. It’s a little like starting on a trip for China and realizing you’ve taken a detour when the plane lands in Australia.
AS: You have an outstanding website. How important has this been to marketing your talents?
DL: It has grown in importance with each passing year. At first it was sort of
a “show off” place a few visited. Then I started getting lots of traffic from people who were interested in art. Finally, publishers and self-publishing authors started finding it – and at that point the business picked up.
Publishing houses tend to be “slow adopters” of technology. But more and more art directors now seem to be willing to visit sites or download portfolios, where even five years ago that often was not the case.
AS: You have stated that there “are no deep dark secrets” to your success, just hard work. How did you develop your market and find prospective clients?
DL: I think the first trick was to figure out what sort of illustrations I did well, what type I’d enjoy doing, and then honing my skills in those areas. Once the skill set is there, the next trick is finding clients needing that sort of illustration. So a little research is called for to zero in on potential clients (years ago, that meant haunting the library and book stores…. Today most of that can be done on the net).
Once potential clients are found, I then contact them, generally with an email (which can be found at most company web sites, though you sometimes have to do some serious digging with larger publishers due to their reluctance to receive avalanches of emails from illustrators looking for work).
As my website has climbed toward the top of search engine pages and more art directors and self-publishing authors have come online looking for illustrators, I find that about half my business is coming from people contacting me. Having clients contact me is much less work than beating the bushes for business, and I’m hoping that attracting business my way will soon become the norm.
AS: Once you have a contract for a project, how does the job proceed?
DL: Well, it seems like each job manages to be different and throw a few curve balls, so I never know quite what will be coming at me across home plate. But generally after some initial conversations with a client to be sure I can do the work and the client will be satisfied with my style and price, I write up a contract (pretty much a standard one – a little searching of the Internet will turn up models for those wanting to find a contract to work with). This spells out what rights the client will be paying for and what ones I retain. Some clients want all the rights – which costs more – others will want just the book cover rights.
I generally ask for half the payment for an illustration up front upon signing the contract with the remaining amount due when the illustration is finalized and delivered to the client.
Once I have the signed contract and first payment, I then make several sketches to establish the basic design, characters in the picture, and so forth. When I’m on the right track with the sketches, we then move toward a rough illustration and when the client okays that basic layout, I then polish it until it is finished. I send periodic pictures of my progress to my client all along the way to be sure we’re both still “on the same page” with what is needed. Before too long, the cover is finished.
The process usually is a little over a week or two from when the work starts, but can be done in as little as a few days or – in one rather tragic case for all involved (that’s another story) – go on for a year or more.
If I could give one bit of wisdom to those starting in this field it would be this: Don’t start work until you have money firmly in hand. There are a lot of slick operators who’ll have you working for free – because the promised payment, shares of stock, or whatever never materializes. If someone balks at paying up front, chances are they’ll never pay at all.
Also, don’t think working for free to “build up your portfolio” or “for the credit I’ll give you” (in my book, website, magazine, etc.) is going to do much for your ability to land paying jobs. Establishing a reputation for working free only gets you more work where they want to pay nothing. I’m not saying you should never donate time or services, just that you should be the one choosing when you work for free and when you do not, with the understanding that other than the experience you gain, you’re seldom going to land jobs because you worked for free in the past.
AS: What advice would you give to an emerging artist who wants to work with magazine and book publishers on illustrations? What mistakes should they avoid?
DL: Be sure you have the talent. Realistically assess what you’re doing. Keep honing your skills until you’re truly producing professional level work.
When I started, I thought what I was doing was better than it was. I now look at those old pictures and just shudder. I should never have been contacting art directors and wasting their time. Be sure you’re working at (or even above) the level that the publisher needs so you don’t waste their time and get your feelings hurt should they be brutally honest (they likely won’t be brutal – but don’t put them in that position).
Second, be sure that the illustrations you create are the type the publisher or other potential client normally uses. For example, if you do cartoon style work and they want photographic realism, don’t try to find work with them. Instead, look for presses that use styles similar to what you’re doing and see if they could use some of your work as well.
Third, ask full price. Many beginners will offer to work for free or ask for very little. Most legitimate businesses won’t take advantage of beginners – but some do. And artists who work for next to nothing shouldn’t be shocked when no one wants to pay them what their work is worth next go around.
That first price you ask for will likely be what your client expects to pay from there on out. Yes, you can dicker a little on prices, but not much. So if you need $1,000 for an illustration and they’re asking for $100, politely explain what you need for your work and if they turn you down, so be it. The thing to remember is that just one client paying you $1,000 is worth 10 paying you $100 – with a tenth of the work.
You keep your pride, people understand you’re a pro, and you’re not hurting
your fellow illustrators by asking too low a price. (There are lists online that tell what the going rates are for various types of illustration work. Do a Google search and then do some studying so you know what to expect for any given job you might be asked to do. You’ll come off looking like a pro and clients will respect your work.)
AS: Any future plans for your work that are new or different? What would be your ideal project?
DL: Well… I keep trying to add a few more tricks to the bag. Over the last few weeks I’ve been working toward creating star fields for background skies. Most of my learning occurs over the weekend when I concentrate more on doing illustrations to suit myself rather than for any specific project. This gives me a chance to keep from getting into a rut while producing work and skills that may be useful down the road.
For me, often the most ideal project is the next one I’m asked to do. I like variety. While of course many jobs don’t break new ground or offer a great challenge, more often than not I’ll be asked to tackle things that will stretch my talent. I relish such jobs because while they can be a little like walking the high wire without a net, they also can be the most rewarding and even more fun than it should be legal to have. So my ideal project might very well be the next one I get.
Greeting Card Biz Insider Secrets – Part 3
Mar 21st
Guest blogger Don Ruge, a greeting card industry pro, completes his series about the business as he writes about licensing your work and other important considerations.
Some artists want to create art, but don’t want to get involved in the manufacturing process. What are some suggestions for them?
Creating art requires one set of skills while supervising the manufacturing process requires quite a different set. How many of us really have the talent or time for both? Besides, designing a successful card line is a lot of work (especially if you’re doing all that research I suggested!), so it makes sense to leave the manufacturing to the experts. This is where licensing comes into the picture.
I should immediately follow up this statement by admitting that I am NOT a licensing expert. I have worked at companies where we have entered into an agreement with an artist to manufacture his/her designs but I was not part of the negotiation process. What I do know is there is not a one-size-fits-all agreement that will make everyone – the artist and the company manufacturing their work – happy. For instance, royalties can look great on paper but if the print runs are low and the distribution is small (meaning not many cards are printed to begin with and even fewer cards ever make it into a store) then it doesn’t matter what percentage of the sales dollars make it back into the artist’s hands. And some artists are so anxious to see their designs manufactured that they will settle for a less-than-fair upfront fee, thinking that they’ll make their money on royalties.
But as I said, I am not an expert. This is where the web really comes in handy because there are a lot of people out there who truly are authorities when it comes to non-manufacturing options. If I had to make one suggestion to an artist who wants to create art but doesn’t want to get involved in the manufacturing process, it would be to join LinkedIn and become a member of as many design- and greeting card-related groups as possible. The wealth of information from people who have experienced the highs and lows of developing their own card lines is truly amazing! For example, a member of the LinkedIn group, “Greeting Card, Stationery & Gift Industry Gurus,” recently started a discussion with the question “Breaking into the greeting card business…which way to go?” and at last count she has received 47 comments to her query. Experienced artists are usually more than happy to share their successes and failures with beginning artists as a way of helping them avoid the same mistakes they made when they first began. And the best part is, you not only learn a lot about the industry but you make some great contacts – and friends – along the way.
What are some Do’s and Don’ts to consider when getting into the greeting card business?
• Do remember it’s a business.
It may involve art, it may involve design, it may involve your heart and soul, but it is still a business, which means there’s always the bottom line to consider. While creativity, both in art and editorial, plays a significant role in the development of the product there are many other elements that must come together to insure success and profitability.
• Don’t take it personally.
Be prepared for criticism. Greeting card art is commercial art, meaning that the end result of your creative endeavor is to sell product and make money. The reality of the business (there’s that “B” word again!) is that your client has his/her own idea of what they need for that particular card design, collection, or product line and 9 times out of 10 some changes–of one degree or another–must be made. And Art Directors appreciate, and continue to work with, artists who willingly make the changes required. Which leads to…
• Don’t refuse to make changes.
By all means express your concerns, engage in a dialogue about why you disagree with the Art Director, make other suggestions, etc. but never say “I won’t do that!” This is especially important if you’re just starting out in greeting cards. If you’re serious about your future you’ll understand that this is only about one design – it has nothing to do with who’s right or who’s wrong – and you’ll remember that you always have the option of turning down future assignments if you feel it’s not worth the effort to work with this, uh,…jerk! Just as Art Directors have a list of artists they won’t work with anymore, so too do artists have a similar list of “never again” Art Directors! Only experience can give you the wisdom to know what jobs are worth the effort so take your time in determining where those lines are drawn (no pun intended).
• Avoid shortcuts (hint: there are no shortcuts!).
Don’t forget that it’s a mighty big world out there and chances are the line into which you’ve poured your blood, sweat, and tears is not as unique and special as you think it is. That’s sounds rather harsh but it’s one more reason why I talk about research. You have to get out there and know your competition. The last thing you want to do is spend months designing a line, only to discover that there are three other lines out there that look exactly the same! That means visiting stores regularly, keeping a reference file of cards you like, checking out your competition’s web site, etc. In short, it means becoming your own greeting card expert.
Greeting Card Biz Insider Secrets – Part 2
Mar 17th
Guest blogger Don Ruge continues his series on the greeting card business. Don has many years of experience in the industry and shares his thoughts on creativity.
I have worked as a Creative Director and Art Director for several greeting card companies. My responsibilities have varied based on the size of the company, but some “basics” remain the same: determine the design direction for each new card (based on sales, line balance, and trend analysis), decide how the design should be executed (i.e., assign art to a freelance or in-house artist, select and purchase stock photography, or reformat existing art), provide lettering direction, approve color separations, and OK final print runs. These responsibilities pertain to individual “counter cards” as well as to cards in a collection or promotion that have to maintain a common design look and/or theme.
I advocate a common sense approach to creativity. One of the wonderful things about creativity is that it is almost infinite in terms of possibilities! But getting a product to market involves a lot of things that are much more “finite” – things like budget restrictions, production schedules, printing and manufacturing guidelines, etc. All of these “real world” things have to be taken into account before your brush even hits the canvas (or your finger clicks the shutter release, or you pick up the mouse – well, you get the idea!). A common sense approach to creativity means you take the time to find out about the things over which you have no control, so all your creative decisions can be informed creative decisions.
For instance, I’ve seen many talented illustrators use colors that the scanner just can’t read. Do you really want that bright red poinsettia to come out brown? Of course not! But even the most up-to-date scanner cannot register every single color the human eye can see. And many paints have a Day-Glo content that the scanner (a finite piece of machinery) can’t interpret. So it’s just common sense to check with the printer (or the company you’re designing for) to find out if they have a list of paints and colors to avoid (many of them do have such a list).
Another example is the importance of allowing for lettering space. On the surface it may seem simple enough but I have known many an artist to design a beautiful piece of art but leave no room for a caption at the top. (Hint: cards with lettering at the top usually sell better because the caption can be seen behind other cards in the rack.) A common sense approach to creativity means you know this isn’t just about the art itself but it’s about the final product, a greeting card, which means it consists of both art AND lettering. If you’re developing your own line of cards then you have the unique advantage of knowing what the editorial is going to be and you can plan your design accordingly.
If you want to be successful as a greeting card artist it’s also important to know as much as you can about the production side of things, and that includes understanding prepress as well (prepress is the process of preparing digital files for printing). Before computers and graphic software, artists had to do most of the work themselves, which meant they were responsible for painting flat backgrounds and precise borders. But if you take the time to do those things today, it can mean even more work for the company who’ll be manufacturing your design. The steadiest hand can’t rival a computer when it comes to flat backgrounds and parallel borders (believe me, I’ve tried!), and there may be parts of your work that not only can be done on the computer but should be done on the computer. So it’s common sense – and a real time saver! – to ask the Art Director what part of your design will be handled digitally. I usually instruct the artist to suggest colors and indicate borders on an overlay and then I let the in-house staff take it from there. With a little communication, it becomes a win-win situation for both the artist and the Art Director.
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