Transcripts
1. Trailer: This is probably the most
boring class I'll ever teach, but it's also the most important topic
for any illustrator who wants to make a
living making their art. I'm talking about the process of illustrating for clients. It's one thing to be
able to make great art, but it's a whole other
thing to be able to do this on behalf of other people. One of my heroes, Christoph
Niemann once said, "Relying on craft and
routine is a lot less sexy than being an
artistic genius. But it's an excellent strategy
for not going insane." This class is my attempt to
give you such a strategy. My name is Tom Froese, and I'm an illustrator and top teacher here on Skillshare, where I've helped over
a 100,000 students unlock the world of
commercial illustration. While everyone comes with
their own way of illustrating, be that with paint or pixels, there are some common
stages we almost go through especially when working
commercially for paying clients. If you're working as an illustrator now
or planning on it, this class identifies and
systematizes these stages so you can flow through them more skillfully
with your clients. If you want to
make work you love or making your clients happy, I made this class for you. If you want to learn
how to set each job up for success and see them
through right to the end, right up to the point
where you get paid, stick around because I
made this class for you. Based on my almost
two decades of experience working for hundreds of clients around the world, including Yahoo, Airbnb, and GQ France, this class gives you a system, an organized framework
for getting your job done and keeping it on track. As part of the system, you'll not only learn
how to blast through the challenges of being
creative on-demand, you'll also have access to exclusive resources
that will get you up and running right away, including my proprietary
filing system and presentation deck template, and even an illustrated
map of the process. As illustrators, we don't
just make pretty pictures, we lead our clients through the wilderness of
our creativity. It's only by knowing our own way through this wilderness
that we can lead others through it safely and confidently to the other side. This class is the combination of years of wandering
the wilderness, trying to answer the question, how can I better
lead others through my own illustration process? Now, I'm excited to finally share what
I've found with you. I'll see you in class. [MUSIC]
2. About This Class: [MUSIC] This class is for anyone who
wants to learn more about how to illustrate
for paying clients. You might be a seasoned
illustrator looking for ways at making your
process more efficient, or you might be a beginner
looking to learn about how the whole business of
commercial illustration works. Well, there are all kinds
of classes and books about the illustration
industry and how to get started in the business
of commercial art. There are surprisingly few
resources that give artists a clear way to
step their clients through their own
creative process. There are almost
none that do so with a focus on maximizing
your success rate on getting your
best work approved with as few hiccups
along the way. I want to change that. A lot of the insights I share
in this class are actually not from working as a
freelance illustrator, but from being a designer
and art director at both smaller and larger
advertising agencies. Working as part of entire teams, I was able to see
how professional creative projects are lead. I was also thrust into working with clients
who were much larger than I would have been
able to get on my own at the time as a freelancer. I paid special attention to how creative problems were
framed in the brief, how ideas were developed
and presented, and how client feedback was handled, and in some
cases, mishandled. I believe that bringing these
insights into my practice as a freelance illustrator
has made me more successful. Very few illustrators
get a chance to start off as a designer working for
larger clients like this, so I'm excited to share what
I've learned with you now. Here's how this class works. First, we'll go through some basic concepts and
tools that are fundamental to the
process I use and teach. Next, we'll go through each of the six stages of the
illustration process including on-boarding, understanding, ideation, realization,
delivery, and closing. At the end of the class, I'll send you off on a
guided reflection exercise that will help you
better understand the foundation of what you do, what you want to do
and the value you provide to your clients
as an illustrator. Now, just to be clear, this is not a business
class in the proper sense. We won't be going in-depth on topics like pricing or
project management. This is more of a
strategy class. It's about how to structure your own creative
process so that you can lead clients through it with
more clarity and confidence. This class was founded
on the belief that we do more than just make
art for our clients. To truly do our job, we
have to proactively lead our clients through the
process of getting there. There is no such thing
as a bad client. There is such thing as a poorly
guided creative process. Most conflict we have with
our clients comes from a failure on our part to lead
them through what we do. Creativity is a
wilderness and it's our job to lead our
clients through it. This class is a map
through that wilderness. Grab a coffee, a notebook and a pencil, and settle
in for a deep dive, because this one's
going to be a doozy. Let's go. [MUSIC]
3. The Process: When you set out on a
journey, you need a map. A map shows you the lay of the
land and a way through it. It doesn't guarantee
you'll make it through, nor does it tell
you exactly what adventures you'll
have along the way, but it certainly makes the
journey more predictable. The process of illustrating for clients is always different. Different clients, different
problems to solve, different times in your life, but the stages and steps you go through are always the same. It's like traveling
through the same state, going through the same cities, seeing the same sights, taking the same road, but every time you
go it's different. Different people,
different weather, different seasons, and perhaps each trip has a
different purpose. But let's circle back to
that word predictable. That is not a word we'd like to associate with what
we do as creatives, but it's exactly what we need in order to be
professionally creative. Of course, we don't want
to make predictable work, and the good news is
that we don't have to, and I strongly recommend
you try not to. The paradox of professional
creativity is that in order to reliably produce
unpredictable results, we need to rely on a highly
predictable process. It's this process that
I'd like to show you now. I call it the 6S process
because it has six stages. 6S also sounds a
lot like success, and that's a great dad joke
right there, hilarious joke. Let's take a look at
the overall stages of the 6S process. I've identified these
overall stages and organized their respective steps based on many years in this business. Although everyone has their own unique take on these steps, I believe they're all common to most illustrators
and to some extent, designers as well, and they are as
follows: onboarding, understanding, ideation, realization, delivery,
and closing. Let's look at each stage
now just at the high level. The first stage is onboarding. Onboarding is the
process of taking on a new client and determining the overall nature
of the project. Onboarding starts
when the client first reaches out with an inquiry and ends when you officially
take each other on and kick off the project. Key steps in this stage
include the brief, the quote, and the kickoff, along with dealing
with any contracts or other paperwork necessary to
establish the relationship. The next stage is understanding. Understanding is
a stage where you as the illustrator
work to understand as much as you can and need to about the illustration subject. The first part of the stage is research where you gain more of a mental grasp of your subject and the
needs of the project. The second part is studies, where you use drawing
from references to gain more of a visual
grasp of the subject. The next stage is ideation. Ideation is a stage where we actually start to come up with ideas or solutions to the creative problem as
defined in the brief. Ideation starts with
rough sketches where you're essentially
mining for ideas, it then moves into refined
sketches where you select your best idea and
further improve on them. The ideation stage is
the first point in the process where you will present your work to the client. Your client will have the
chance to view the sketches, make selections where necessary, offer feedback, and
request changes. The ideation stage ends when the client has
approved the sketch or sketches for you to take into
the finished illustration. The next stage is realization. The realization stage
is the second point in the process where you present
your work to the client. This time the
client has a chance to view the finished
illustration, offer some feedback, and request minor
changes if necessary. The realization stage ends
when the client has approved the finished artwork
for you to start preparing for final delivery. At this stage, the client sees the finished artwork but
does not receive any files, that's what the
next step is for. The next stage is delivery. Delivery is a stage
where you prepare the artwork files for final use and send them
off to the client. Here you spend some
time making sure the artwork is error
free and easy to use and that all
the right layers are included if requested. Finally, you send the
file off to the client. The last stage is closing. Closing is a stage
where you send the final invoice to the
client and get paid. At this stage, you can
also take the chance to archive your project
folder for safekeeping. Well, nothing in the
stage is essential for doing your job
as an illustrator, it's important for making
sure you get paid, and it's also a
worthwhile ritual to mark the end of
a job well done. Now for all that
talk about maps, I wanted to give you an
actual map of the process. I've included this as a downloadable and
printable PDF in the class projects
and resources page. For those interested the map is also available for
purchase as a print, to learn more visit
tomfroese.com/processmap. Now I just one note
before we move on, the way I've named
these stages are not industry standard terms. They're just helpful
categories that have become my own personal nomenclature. When speaking with your clients, especially art directors and designers in the
creative industry, there'll be more familiar
with terms like brief, kickoff sketches or roughs, and finals or finished art, and sometimes they'll
call it colored artwork. I say this so that you
don't feel the need to talk about the realization stage with your client who may be unfamiliar with my
made-up terminology.
4. The Tools: [MUSIC] You don't need
much to be an illustrator. Aside from rent and
our digital equipment or physical media, there doesn't need
to be much overhead. In this class, we're
going to assume that you know what tools you need
in order to make your art. The tools we'll talk about here are instead directly related to the 6s process
outlined in the class. Though you may find you need
more than just these tools. These are what I consider
the bare bones essentials. The tools I'll talk about in
this video include the deck, the filing system,
billing software, and Cloud file sharing. Now let's go through each
and a bit of detail. The first tool is
the filing system. A filing system is
how we structure our files and folders
on our hard drives. This may seem a strange thing to include as a tool in this class. But as illustrators,
we accumulate quite a lot of files throughout
the life of a project, and they have to go somewhere. A filing system helps us stay organized by helping us know how to name and store
different types of files such as templates, contracts, reference images, and of course our sketches
and artwork files. The most important files you'll
want to keep track of are those you'll be producing and
presenting for your client. That includes sketches
and final artwork. At very least, you should have a system for naming
your work files and keeping track of the versions or revisions you send
to your client. You may have a
filing system that works well for you already. If so great. I don't want to tell you I have a better filing system than you. However, if you're like me
when I was starting out wondering how a professional
organizes their files, I'm giving you my own filing
system to start with. You're free to use it and
build on it however you wish. It will be available to you
as a downloadable zip file in the class projects and resources
section of this class. My filing system is just a
premade set of nested folders mostly named and organized
by the steps in my process. It also includes an
InDesign template for presenting sketches and
final illustrations. It's super helpful having
an organized filing system like this while you're
working on a project, it's even more
useful when you have to find an old file
for some reason, having all your
files organized in the exact same way every time makes it far easier to find old files years into the future. The next tool is the Deck. When professionals share their creative work
to their clients, they present it in a deck. A deck is basically
a slideshow format for presenting our sketches and finished art to our clients. In my process, the deck is the
single most important tool when it comes to including the client in your
creative process. A deck frames my work in
a professional light. It gives me an
opportunity to explain the work and it helps me
keep track of revisions. I know that many
illustrators prefer to send their work as loose email
attachments to their clients. But I don't think this
is a very good idea. Whether I'm sharing sketches
or a finished illustration, I want my client to
perceive the work as important and requiring their full attention
because it is and it does. On the contrary, if I were to send my ideas as
loose attachments, my client may have the
impression that I drew them up real quick on a
napkin or something. As a result, they may
spend less time with and pay less attention
to the work. We'll get a chance to look
more closely at the deck starting in Stage 3, ideation. I've also included a
simple desk template in the class projects
and resources section, which you are free to use
and adapt to your own needs. The next tool is
billing software. Billing software is an app or a service that allows
you to create, send and track
quotes and invoices. I've included billing software
as a key tool because quotes and invoices bookend
the entire process. While this class is not about
how to price your work, I will talk about how to use billing software to
communicate scope and cost at the beginning and
make sure you get paid at the end of the project. Personally, I've been
using Harvest as my billing app and it seems
to do the job just fine. But really any billing app
or software today will do. The next tool is Cloud sharing. Cloud Sharing is used to
share files as links rather than sending the
actual files by email, uses simple piece of
tech and immediately elevate yourself above
many other illustrators. As you know, I don't
recommend sending your work as loose
email attachments, but rather presenting
it in a deck. But that also means
avoiding sending your decks themselves
as email attachments. Instead, upload your
presentation and your final illustration files to a Cloud file-sharing service
like Dropbox or WeTransfer. Then just send your
client the download link. For both billing software
and Cloud sharing, I've included some
suggestions in the class projects and
resources section. But you can really go with
any service you want as long as it provides the functions
outlined in this class. Now that you're familiar
with these tools, you'll be able to follow
along more easily when I mentioned them
throughout the class. [MUSIC]
5. The Foundation (Know Your Art): Managing the commercial
illustration process means guiding your clients confidently from one step to the next as you do your thing. That thing you do,
this is your art. In order to guide your
clients through your art, you need to know
what that art is. To me, knowing your art
means to know what you do, how you do it and it
also means things like knowing why you want to
make it and for whom. Well, this could be the
subject of an entire class. I wanted to quickly
touch on this since it's foundational to everything else you'll do in your client work. The foundation of
knowing your art falls under what I call the 3V's, your virtuosity, your
vision and your value. Let's go through each. Virtuosity is defined as a great skill in an
artistic pursuit. Absolutely, as illustrators, we should become
masters at what we do. That doesn't mean
being master artists in the old-fashioned
academic sense. I mean, whatever
it is that you do, you should be uniquely
very good at it. This means knowing what you do, what are you a master of, and knowing how you do
it in a reliable way. What is it that you do well? Or what do you
aspire to do well? What is your unique thing? What is the style or vision or a perspective that
you want others to recognize and hire you for? What are the specific
tools and techniques that you use in order
to make what you make? Which ones are so
important to your art that without them everything
else falls apart? These questions are important
because they help you know what the boundaries
of your work are. By knowing your virtuosity, you know exactly how to do
what you've been hired for. You also know better how
to identify clients who may not be coming to you
for these strengths, which can help you avoid problematic jobs before
they even begin. On a more positive note, knowing your
virtuosity helps you know what you have to work with. These are the tools and
constraints that you can use to solve your
clients' problems. These are what make
you unique and hopefully what others
are expecting from you. Now let's talk
about your vision. As a creative entrepreneur, you are a business. All businesses have
vision statements. Having a vision statement
can seem corny, but it's a foundational
element to your identity and sense of
purpose as an illustrator. To me, to know your vision
means to know what you want. This encompasses
everything about what you do as an illustrator. Why are you an illustrator? What do you want to do with it? Who do you want to
illustrate for? What kind of illustration
do you want to do? What influence do you want
to have on your audience? Who do you imagine your
audience might be? When you know your vision, you can make better decisions
about which kinds of projects you'll
pursue and take on. It makes it easier for you to market yourself
when you know what kind of work you want to do and for whom you can
focus more on making that kind of work and appealing to those kinds of clients. Your vision should be strong, but that doesn't mean
it should be static. As a human, you are
evolving all the time. Your idea of what is
worthy of pursuit will change as you
learn and grow. To have a strong vision simply
means that in this moment, you know what you
want or what you want more than other things. Regularly going
through the questions I outlined here
will help you build a strong and dynamic vision for yourself as a
professional illustrator. The last V here is your value. When I talk about
knowing your value, I mean the value you
bring to your clients. What is unique
about you that they can't get from
another illustrator? So much of your value
is derived from the more technical
and aesthetic aspects of your virtuosity. But much of it is also
dependent on your soft skills. Who are you? What do
you like to work with? What is your perspective? What kind of thinking
your problem-solving do you bring to the table? In other words, what makes you valuable as part of
your client's team? Being easy to work with
might be valuable, but maybe being confident and willing to offer
a strong opinion, even when it's not easy to bring up is valuable to your clients. Maybe you love working on short deadlines and
working through the night. Maybe you're super
secretive and mysterious, but always emerge on time with a surprising and
delightful solution. The value you want to bring to your clients is largely based on who you are and what you
see as your unique strengths. Each of us is our own bundle
of hard and soft skills. And this is better
for some projects and clients and not so
great for others. When considering what
value you bring, you can ask, what are
your soft skills? Aside from your art, what do people appreciate
about working with you? What is your unique
experience or expertise outside of the art
world that makes you a uniquely valuable illustrator. I've called this
video the foundation because to know your art is truly at the foundation of everything else I
teach in this class. It's so important, I lament not being able to
teach this more fully and not being able to teach it first
before you take this class. But as I wrote this class, it became more and
more apparent to me that truly setting
up a project for success and keeping it on track really starts with
this foundation. At the end of this
class for the project, I'll send you off on a
series of guided questions that will help you
better know your art.
6. Stage 1: Onboarding: Onboarding is the process of first taking on a new
client and determining the purpose in details of
what you'll be working on. That means defining
the visual problem that you're being hired
to solve with your art. Onboarding starts when the
client first reaches out with an inquiry and ends when you officially take each other
on and kick off the project. The goal of this stage is
to win the project and set it up for the
best possible result. The steps of this stage
include the first contact, the brief, the quote,
and the kick-off. By the end of this stage, you should have a project
brief an accepted quote, an agreement, or
contract of some kind, I usually just work this
into my quote and a schedule which outlines key dates for
review and final delivery. Now let's go through each
step of the process. The first step is
client inquiry. Every project starts when a potential client reaches
out to you usually by email to see if you're available and
interested in a job. Inquiries can be very
short and to the point, and others can be a bit
more convoluted but they usually involve some
high-level description of the job and asking
whether you're interested in and
available for the job. You'll often be asked to give a rate or a ballpark
quote as well, but we'll deal with
this separately. Client inquiries can come in many different forms but a very typical one
might look like this. I'm looking at an email
that's coming from a fictional client for
a fictional magazine. Her name is Ashley and
she writes, "Hello Tom, I'm the Art Director at
Crypto Today magazine and I have a job you
might be interested in. We need one full page and four spots for an article called The Cult of Crypto
which explores the religious undertones
of crypto culture. It's due near the
end of the month. We have a budget of $1500. Are you able to take this on?" In this example, the client
inquiry is short and sweet. The client gives a simple
description of the job, what is for, and even includes
a deadline and a budget. This is a decent start
but I do need to know more before saying
yes to the job. Before anything
else, I ask myself whether I think the
project is interesting. If I'm not interested
and I'm not starving for work, I might pass. What might make a project
interesting to me? Here are a few
questions I ask myself, is the assignment in any
way interesting to me? For instance, do I
like the subject? Or is the format
in this example, editorial illustration,
something I want to do more of? Do I want to work
with this client? Are they aligned with my values or a good name to have on my CV? Another question I might ask is, do I have time to
take the project on, or will it compromise
my current commitments and priorities? Another question I might ask is, is the budget enticing
or at least fair? And lastly, will the project
create new opportunities? Hopefully, I can
find something that interests me personally
about the project. Of course, if the project
has an enticing budget, that alone might be more important than
personal interests. I could be interested in almost anything if
the money's good. That being said, I
mostly make sure I think the project is actually interesting because
that's what will make it a lot easier for me
to get into the project. But money also matters. I've let many super
interesting jobs go because the
budget was too low. Just because a company seems cool or I really
believe in the project, it doesn't mean I'll
take a hit on the fee. I might but I have my limits. Of course, regardless of how interesting or
well-paying the job is, I'll need a certain minimum
of time to be able to do it. Many jobs get filtered
out at this stage because the timeline is too aggressive especially
given the budget. This example is nice
because we got a budget. But sometimes
you'll not be given a budget but be asked
to provide a quote. This is especially
true for ad agencies and many known
editorial clients. Whether you get a budget or not, at this point where the
client first reaches out, you're essentially
being asked if you're available and interested. Usually, the answer should be a resounding, "It depends." Of course, don't
say it like that. You can show initial interest and professionalism by saying, "This looks interesting to
me but I'd like to know a bit more to make sure
I can take it on." At this point, you've initiated the briefing process
which is the next step. Now throughout this class, I'll be offering you some of
my most important advice. Advice is just that, you can do whatever
you want but these are key principles that I abide
by in my own practice. They're important enough that
I need to call them rules. Here's the first one. Rule. Never commit to unknowns. When you get a brief,
you're entitled to find out as much
as you can about the job before saying yes to it and before sending a quote. Be sure to have a proper brief and an accepted quote to learn as much as you can
and make sure you know exactly what
you're getting into. The next step is the brief. Briefing is the
process of being fully informed and prepared
for the job ahead. When you're interested and want to know more
about a project, you can move into
the briefing stage. This is when you find
out what the client needs and how you fit
into the picture. In design and illustration, a creative brief
outlines the who, what, why, where, and
when of a project. It's a high-level definition
of what the creative problem is and what the
deliverables are around it. A brief should tell
you everything you need to know about price, schedule, and everything
else you need to get started on
the creative work. Sometimes a brief comes
from the client in a single document or on a
single email but more often, a brief is a back-and-forth conversation
until what you're being asked to do exactly
and why becomes clear. As the leader of your
creative process, this is where you get
a chance to start building up your client's trust. By asking them about the
specifics of their request, it shows that you pay
attention to details. When you ask questions
in this way, your client gets a
chance to really think about what they want and need, and they'll likely
appreciate this added value. It'll be up to you to make
sure that you have everything you need to know about what
you're being asked to do, and by extension
what you're being asked to price in a quote. There's almost always something
you don't know for sure, something that you
would like to know, some vital bit of information that hasn't been
given to you yet. The brief is your
opportunity to ask that. In our example for our fictional
crypto magazine client, I'll show you how
I would respond and the questions I would ask. In my response to Ashley, I say, "Thanks for your email. This looks super interesting. I just have a few questions to make sure I know if
I can take it on. I'm happy to hop on a call
if that's easier for you. " The first question I ask is," What is the full page
in spots about?, What are they meant to
call out specifically?" It Always helps to know at a high level from
my art director or client what their take
on what it's about is. Another question I asked is, "Can you please send me
the article or headline?" Very often an
editorial client will send you the article or they'll give you some synopsis
of the article but if they don't,
you should ask. "Do you have specific art
direction for the piece?" The approach they want
to take conceptually, it never hurts to ask
this question either. Another very important
question to ask is, what are the dimensions
of each illustration? I never start a project or I don't even quote
on a project unless I know the specific sizes of the illustrations I'm
supposed to be delivering. One thing with editorial
illustration is your illustrations
are often sitting in the same layout as lettering and headlines
and stuff like that. I ask, will the full-page need to accommodate
lettering or headlines? Especially with the full page, if it's occupying
the whole page, maybe they want to have some
wording in there as well. You need to ask these things
ahead of time so you can make sure the illustration
can accommodate that. Another question to
ask here would be, will the spots be rectangular
or float in space? A lot of the time, spot
illustrations just float in space and they don't have
like a hard square edge. There's more like white
space behind them, but sometimes you just
want to make sure you clarify with the art
director whether those spot illustrations
will fill in right to the borders of the rectangle space
that they fit in. Finally, and this is actually a super important
question that you should ask with every client is, are you able to cite examples of other work that made
you think of me? This is an important
question to ask, especially if you're
uncertain about what they might be expecting
from you in terms of style. Then I just close off
the email and say, "Once I have more
clarity on this, I can confirm my availability." For more on what
to ask in a brief, I've included a series
of questions to ask at the time of briefing, including things that you absolutely must know
before saying yes to a job in the projects and
resources section of the class. By the end of the
briefing stage, you should have clear answers to these questions ideally
somewhere in writing. I want to underscore just how important it is to
get a thorough brief down at this stage and not
to be too casual about it. One of the biggest
pain points when illustrating for clients is when it seems that the client keeps
changing things as you go. Maybe the goalpost keeps changing in sketches
or you're almost finished the final artwork and the client changes
the dimensions. This has happened
to me many times. In order to know what to
aim for in your work, you need to lock in a target. The brief is where
you and the client both agree on this target. In the game of bowling, you have to knock over several pins by rolling
a heavy ball at them. Just as there are multiple
pins to knock over, there are often
multiple objectives for you to metaphorically
hit in a job. Could you imagine if the
pins kept moving around at the end of the lane while
you aimed your shot? Those pins must stay
put in order for you to fairly have a shot at
knocking them over. The next step here is
the quote and contract. Once you have a brief in place and know more
certainly what you're being asked to do
and that you want to do it, you can move into
the quoting stage. A quote is an estimate of how much your product or
service will cost. Quoting may not seem necessary if you're given
a budget from your client, but it's still worth setting one up and having the client accept it because this
gives you a chance to put the price in writing. More importantly, it
gives you a chance to declare what is included
for this price, and by extension,
what is not included. In other words, along
with the brief, a quote helps you define
the project scope. Returning to the
bowling analogy, while the brief is like the pins that you set up as
your objective, the quote sets up the guardrails that keep
the ball out of the gutter. Now just a note about pricing. Along with the topic
of quotes comes the whole can of worms of
how do you price your work? In this class, we're taking
a higher-level view of how to step through
a creative project and keep it on track, so we'll only really
be scratching the surface on the
topic of pricing. Here, I'd like to
focus more on how quoting fits into the
overall project flow. There are resources available
for pricing your work, and I'll leave links
in the class projects and resources section
to get you started. By talking about
the quote itself, a quote should
always be specific. For example, rather than
saying an illustration of a certain size will cost X
amount, you should elaborate. How fast does the
client want it? How much detail will go into it? How will it be used? How many sketches does the
client hope to see at first? What if the client wants the same illustration but
in two color options? While you can't account
for every possibility, you can write in
exactly what would be included in one
specific possibility. Really a quote is just a more precise restatement
of the brief. It probably helps to see a quote rather than just to hear me talk about it so I'm going to just
open one of my quotes here, and I made this in Harvest, but let's just take a look
at some of the specifics. Just looking at my quote here, I have all the standard stuff that any quote's going to have. It's going to have you and your address,
contact information. It's going to have
who the quote is for, so your client right at the top. It has a subject and, in this case, it's
full-page and spots. Then of course I have a little section here
called Quote ID, and for you, it might just
be like a number one, and a number two, number three. I have a fancier naming
scheme for that. Then I have the issue date. Really, this top part is almost just like an email
or a letterhead and then below is
where we really get into the me of a quote, and that's where
you start listing exactly what you're
providing and for how much. Basically, we have a description
reiterating what me and the art director talked over in the briefing stage and just
putting it here in writing. Editorial illustration, I
describe what it's for and the deliverables
I talk about not just what I'm making but what
I'm doing along the way. That includes 2-3 sketches or
concepts per illustration. Then of course I'm delivering one full-page
illustration and then I just have the dimensions
that we agreed on, and then four spot
illustrations, and I also make a mention of what the file format
and resolution will be, just so it's clear. I've had cases
where I've supplied Photoshop files because
that's what I work in and people were
expecting Vector, and you want to make sure
you address that right at the top here and not way later once you've
made the artwork. Then also pretty important is
just having some deadlines, even if they're loose deadlines. I just say sketches are due
end of day February 11th, finals are due end of day
February 18th in this case. Then of course, the
amount and the taxes, all that standard stuff. Now in the description,
I'm careful to say, "See terms and conditions for revisions and fee schedules." We're going to get into
this in a little bit, but down here at the
bottom of the quote, I have this whole
section here where I outline the details
basically of how this works. What is a revision? How many do you get?
Stuff like that. We're going to talk
about that in a bit, but I'm sure to include
this in my quotes. For me, the quote is not just a price list or a
number but a contract. A quote outlines what you will
provide and for how much. It also states what's
included along the way, including how many
unique concepts you'll provide for
each illustration, how many rounds of revisions
you allow at the sketch and final stages and what file format you'll
deliver in the end. In my quote, I also outline
the timing, if possible, and I definitely include a fee schedule and whether
or not there's a kill fee, and yes, you should definitely
include a kill fee. Another thing I build into my
quotes is a description of usages and a declaration
of copyright. Unless the client specifically asks and you've
negotiated a higher fee, you should always maintain
copyright on your work. I didn't make this stuff up. Most of what I learned about pricing and what to include in my quote and how to word my
terms and agreements section, I learned in the Graphic
Artists Guild Handbook. This is a super handy guide
for anyone who wants to know their way around the business
of illustrating or design. It's got just pages and pages
of information about this. The nice thing about
this guide is that it has these specific tables
where it talks about very specific scenarios
like you're creating this kind of illustration
for this kind of client, and it's going to cost
within this range of prices. Another cool thing
about this guide is it doesn't just have
those price lists. It also has this whole
section at the back with these example forms and agreements and contracts
and stuff like that. A lot of the wording
that I've chosen to include in my
terms and conditions, I've taken from these examples. It's called the Graphic
Artists Guild Handbook to Pricing and
Ethical Guidelines. It's a mouthful, some people just call
it The GAG Guide, but yeah, super helpful. I highly recommend you
pick one of these up. I used to have a
separate contract for my client to
sign but now I just included it in the terms and conditions section of my quote. To be honest, I'm sure there's
a more official way of doing this but for my
purposes it works. This is not legal advice, I encourage you to
do your own research to see what works best for you. For more information on
quoting and some examples, please check out the
links in the projects and resources page as always. Now just one more
note about quotes before we move onto
the next step, just like the brief,
the quote should be seen as a conversation. If the client did not provide a budget and ask for a quote, ask for what you want. If the client bites, then great. If not, then come
back and ask if they had a budget that
would work better for them. Negotiating a price
doesn't mean you have to provide the same
value for less cost, you can negotiate by removing
features or adjusting expectations in the
timeline or delivery. You may have heard the
adage, out of good, fast or cheap, you can only pick two, you can't have all three. Hopefully, you'll
never leave good up for negotiation but you can sometimes wiggle around
how fast and for how much. The quoting stage ends when the client accepts your quote. The way I go about
getting an approval on my quote is based on how
my billing app works. In Harvest, after
setting up my quote, I send it off to the
client within the app. The client receives
an email with a link to the quote
as a webpage. On this page is a big old button that says, Accept Quote. When I send the quote, I always write a
little personal note saying something like, "If the quote looks good
to you please be sure to hit "Accept" on the web quote. In the terms and conditions
section of my quotes, I include a little
bit that says, "By accepting this quote, you agree to the
following," and that's how I know that the client
has accepted my quote. The client should have a way
to accept the quote in a way that's tantamount
to signing by hand. By having them hit
the Accept button, this document's proof that they agree to the terms and
conditions of the quote. If you prefer a hand signature, that's actually not a bad idea. Again, none of this
is legal advice, I'm just showing you what
I do in my own practice. Finally, the last
stage here is kickoff. Once you've got a brief
and an accepted quote, the job is pretty much yours. You can just jump into the
actual work at this point, but I think it's nice to just check in one last
time before going forward to make sure the job
feels like a real thing, that's what I call kickoff. Kickoff can be as
simple as a note to say thanks and you're
excited to work with them. It's also a chance just to
firm up the project timeline, setting more concrete dates for specific deliverables
or touchpoints. In the process,
touchpoints include the times my client
will see the sketches, the finished art, and then finally the finished
artwork files. The work I'm sharing
with the client is always a completed deliverable. When we work at the timeline, I avoid language like
check-ins because I don't think it's creatively productive to show mid process work. This could really
throw off the process since illustration
work in progress can look alarmingly bad even to ourselves
as we're making it. If the client asks
for a check-in, make that check-in
the first time they'll see a sketch from you. We'll get more into this
in the ideation stage. But for now my main point is, you want to have a schedule that's very simple and elegant, so you have fewer
dates to plan for and fewer chances to lose
track of feedback. At kickoff, first schedule in these three overarching
touchpoints : first look at sketches, first look at finished art, and final file delivery. I like to say first
look because there may be second and third looks later, but scheduling every
possibility gets complicated. Next, be sure to give
enough time between each of these touchpoints
for the client to thoughtfully give
feedback and for you to carefully implement changes
in your own revisions. Usually that means at
least one day turnaround for client feedback and another 1-2 days for you
to turn around revisions. I also like to schedule at least 1-2 days depending
on complexity of the project after final approval to clean up the files before delivering
them to the client. Just a tip, feedback
and revisions are easy to lose track of if
not managed properly. You should avoid having
feedback come in piecemeal or coming from multiple people over multiple emails or calls. To avoid confusion
and overwhelm, I always require feedback
to come through one contact and to be gathered in a
single organized document. I communicate this in the terms and conditions
of the quote. A great way to make
a project feel real is by creating a project folder. Earlier, I introduced you to my six S filing system and now it's time to start
putting it to use. The filing system is just the
structure of nested folders named and ordered by the stages and steps of this process. I always have one blank or dummy filing system
on my hard drive ready to duplicate and give a
new name with each project. Let's just say I've
kicked off this job for this fictional
magazine, Crypto Today. I would name my
folder in this way. Here I have just my dummy folder and it's got a generic name. The next thing I want to
do is just duplicate that, I always want to
keep my dummy folder alone just so it's
always available, but I want to
duplicate it and then start giving it a unique name. I give my projects these
gobbledygook names, but there is a little
bit of reason to this. The first four letters is the client name so in this
case it's Crypto Today, and I'll just put CRYP as the
little shorthand for that. Then the date would
be February 2022, and that gives it
a nice clear way of identifying when
I made this project. Then I give it a
little serial number, just a single digit, just in case Crypto Today
comes back to me in the same month for
another separate project. I would just create
a folder with the exact same code but just increment that
serial number to two. Of course, I put the
client name here, Crypto Today, and we'll
just say illustrations. The 11 character gobbledygook
is the project code and then I follow it with a basic
description of the project. For more info on how I devise project codes
and name my folders, I've included some notes with the filing system, Zip File, included in the class
resources page.
7. Stage 2: Understanding: [MUSIC] Now that you've onboarded your client and officially kicked
off the project, it's over to you illustrator. The moment a project
kicks off can be intimidating for
newer illustrators. Since the big question is, what do you do next? Perhaps the most natural
thing to do might be picking up a pencil or even jumping straight
into Procreate or Illustrator and start
working out ideas. But before you even think about drawing or
illustrating anything, you need to first lay down a
foundation of understanding. That's what the understanding
stage is all about. Understanding is the stage of
learning as much as you can about the project in order for you to properly do your job. This process includes
some basic research and gathering of
reference images, however, much you need to properly understand
your subject. In the 6S process, this stage also
includes studies, which means drawing from
your reference images. Anyone who's taken my other
classes will know this as observation mode or
O mode sketching. The goal of the understanding
stage is to know as much as you need in order to thoughtfully illustrate
your subject. This understanding is on both the intellectual
and visual levels. This stage starts with some basic primary research and then moves into
visual studies, or what I sometimes
call O mode sketching. By the end of the stage,
you'll have gathered notes and documentation from
your primary research, as well as some
reference images. Of course, you'll also
have O mode sketches, based on your reference images. In the understanding stage, the first step is research. Research for illustrators
is pretty basic. We're not talking about
academic research, but just getting to
a place where you understand what you're
supposed to illustrate about. To demonstrate the research
part of this stage, let's just say we're working on an illustration for
an editorial client. In a typical editorial
illustration project, research will really start with the article draft from
the art director. The article often comes as a text document with the title
and main body of the text, although it may
be in draft form, meaning the title and
the exact wording of the content may change
before publication. However, it should be enough
for you to glean ideas from. In this example, your
first step should be to read and
understand the text, and also to find something
interesting about it. Not all editorial articles
are exactly riveting. When I get an article though, I read through it
a couple of times, with each pass having
a different focus. The first reading is just
to get to know the article, so I read it with no other goal than to just get through it. The second reading is
to figure out what the article is really about. This time I have a pencil
or pen in hand and underline whatever stands
out to me as interesting, especially as anything that
gives me a strong visual cue. At this point, I may
realize I actually don't know as much as I thought
about the subject, so I might go and do some
additional research. For instance, if the article
is about crypto investing, I might have to do some
additional research to know what terms like bullish
or toddlers mean. The good thing is you
don't have to be an expert on something to be
able to illustrate it. In fact, when you read
something as a total outsider, the process of learning
about it will make you better at illustrating it. You can put yourself
in the shoes of the average reader
and therefore know what might be the most
understandable way of communicating about it. After understanding the text and pulling out some key ideas, the next step will be to start searching for reference images. The purpose of this
step is to build up a visual library
of your subject. Here, you're just searching
for images on the web and saving them to a folder
on your computer. In the above example, the article is about
crypto investing. This is a very abstract topic, so you'll need some kind
of visual entry point. What are the symbols
and visuals that might be meaningful
within this subject? Specifically, what
does crypto look like? Since crypto has no
actual physical form, you're going to see a lot
of visuals that merge currency and digital
or electronic tropes. That means a lot of gold
coins with circuit motifs. What other visuals exists within this topic or the
culture surrounding it? Who are the people in this space and what do they look like? What are the metaphors you
can draw on like bullish? Whatever visuals you think
you might need to reference, look it up and save it in
your reference image folder. Also be on the lookout for new possible visuals
as you go along. That's another benefit of doing
this image research step. Now, when you're looking
for reference images, you're not looking
for a solution to your illustration problem. You're probably
not going to find a full concept ready
to go in your search. Instead you're just looking
for reference images, and in a moment, we'll get more into what
you'll do with them. To guide this image research, I find it helps to write down a list of keywords first and then use this as the basis
of my primary research. I can just go through
these words one by one. Once I've found images
for each keyword, I can move onto the next step. Now, just a friendly warning. The Internet is
full of cliches and highly unimaginative
visualizations for every topic. Looking at crypto, you'll quickly find that
people have not been able to imagine further
than coins with various cryptocurrency
symbols on them surrounded with
digital motifs. While you may need to include
something like this in order for your art to have
meaning to the average reader, your job is to push for
something that is somehow extra. How can you push the
cliches into something more clever or give
them more personality? Or how can you spin the
old ideas in a new way? What new connections can you create between the
specific ideas in the article and the common
motifs of the subject? Research could take
15 minutes of reading the supplied materials
and gathering up a handful of
reference images, or it might take an entire day of getting lost
down rabbit holes, as you discover a new topic, and find yourself quite interested in the
learning process. How do you know when
you're done research? I usually book half a day for research and image gathering. I'll know I'm done either when time's up or when I've found images for my entire list of keywords or until I'm just
tired of researching. The next step is visual studies. For artists, studies
are drawings done for practice or
as an experiment. But in my process, studies have a more
pointed purpose. In some of my classes, I call this observational
or O mode sketching. It's a sketching me do before we start trying to come
up with actual ideas. In O mode sketches, we go through our
collected reference images and draw what we see. We're not coming up with ideas, just drawing what's on the page. We're not even necessarily
trying to draw these well. It's often just enough to draw something quickly and badly, as long as this act causes
us to see the subject more closely and to retain something of its
form in our memory. I sometimes refer to this as downloading visual
information to our brains. Later when we begin looking for ideas in the ideation stage, we'll have a repertoire of visual forms related to our
subject, fresh in our memory. This makes it far easier to come up with ideas at that time. Meanwhile, in this stage, the pressure is off, but at the same time we
have this sense that we're making progress by
doing actual work, and this sense of
progress is huge in preventing us
from feeling stuck. For O mode sketches or studies, I just go through as many of my reference images as possible. I try not to think
too hard about it. As you learn this skill
and do it a few times, you get better at
choosing images in your initial research and
image gathering and get a feeling for which
ones you need to pay the most attention
to in your studies. When you feel like you've
packed your brain with enough visual information
or you've run out of time, it's time to move on to
the next stage, ideation. I usually set a time
limit for visual studies from one hour to half a day, depending on how much
I feel that I need. Rule. Do not share O mode
sketches with your client. These sketches are
for you alone. While you might
actually like how they look and may end up using them in your ideational
sketches in the next step, they're most likely
just a stepping stone. At this stage, you might
want to share them with the client to let them
know you're on the job, especially if they ask. But if you show your
client O mode sketches, the risk is that they'll
respond to them as though you meant them
as an actual concept. They might really like it
and get stuck on them, which would make it harder
for you to actually develop more interesting,
unique ideas. Or on the other hand,
they might think they're quite bad and worry, it's the best you can do. In either way, showing O mode sketches to the
client comes with a risk of losing control of
the creative process at this earlier stage. Wait until the end of the
next stage, ideation, to show anything
with your client. [MUSIC]
8. Stage 3: Ideation: [MUSIC] Now that you've warmed up from the
understanding stage, you'll feel much
more prepared for coming up with actual ideas, which is exactly what the
ideation stage is for. Ideation is the process
of coming up with actual solutions to the
client's visual problem. For illustrators, that
means coming up with concepts in the
form of sketches. The ideation process starts with rough sketches and then
goes into a process of selection and refining
and ultimately presenting your best
ones to the client. From here, the client
will either approve the concept to go
into finals or very likely they'll give you
feedback or changes to incorporate in a revised
sketch before moving forward. Of course, the whole process of coming up with ideas
and presenting them to the client and especially
working through feedback and revisions is
a huge pinpoint for us. Since this class is ultimately about how to stay in control of the creative process so we can achieve the goals
of the project, we'll be giving this aspect
some more detailed attention. The ultimate goal of the
ideation stage is to have a client-approved sketch for each illustration
you're working on. If there's only
one illustration, you want to have one
approved sketch that you can transform into a finished
piece in the next stage. If there are 10 illustrations, you should have 10 approved
sketches and so on. The steps in this process
include rough sketches, refined sketches,
the presentation, and feedback and revisions. The moment we start
our rough sketches, we're faced with the blank page. Had we tried to start here without going through
the understanding stage, especially the studies, this might have been a lot
more intimidating. But having primed
our imaginations with some visual
information already, we probably have something
in our minds to start with. If you want to go deeper in how I approach rough sketches, I show you this in my Drawing
Toward Illustration class. Sometimes a client
will have something in mind that they want
you to illustrate, sometimes they'll even give you their own sketch at least
as a starting point, other times the client funds to leave the ideas
completely up to you. In the following two examples, we'll go through what each
situation might look like. Often an art director will have a concept in mind for
you to work with. While it may seem like this
makes your job easier, it might actually make it
harder since you might never have approached
the visual problem in that way and so you spend
a lot of time adapting your style and way of
thinking to someone else's. So much of a part
of one's style is not just what an
illustration looks like, but the very ideas on which
the illustration is based. Illustration is not
just making pictures, it's the whole approach
to getting there. Fortunately, in most cases, the sketch or concept
given to you by the client is open to
your interpretation; it's a starting point, your job is to find
a way to interpret the client's starting
point in your own way. Here's a tip. When the client gives you a starting
point like this, it's still a very
good idea to go through the full
understanding stage, including research
and mode sketching, before moving onto later
stages of the process. When a client gives
you a rough sketch, you might ask whether there's even a point in doing
your own rough sketches. Of course, the answer
is a resounding yes. In such a case, I would try at least two
different approaches : One that follows a
client sketch more closely and one that
interprets the sketch more loosely in a way that is more natural or
intuitive for you. I often would also want to try a third approach
where I set aside the client's
preconceived ideas and approach the problem in
a completely new way. I would only do this if
it seemed I could do so without contradicting
the goals of the brief. In one example, a
client came to me with a concept and sketches that had already been approved
by their client, an automotive association
that provides emergency roadside
support to their members. This was an advertising
agency and they were coming to me to execute their
ideas in my style. Part of the job was custom lettering and the other part was illustrating some simple
icons to support the text. The lettering would be
pretty straightforward, it was the icon that felt
more uncertain for me. They wanted me to
depict a car battery, a flat tire, and a tow truck. In the roughs, I spent some
time just trying to figure out how I would
draw a car battery, a flat tire, and a tow truck. This would be Level
1 where I'm just redrawing what the client
has already sketched. Here, I'm thinking about
the qualities of my style. What character can I bring to these otherwise pretty
straightforward objects? There can be a lot of room
here for interpretation. The next level, let's
call it Level 2, would be to take the
ideas a step further. Now, I'm thinking
more conceptually. What does the text say and
what is the overall tone of the project and how
can I integrate this more creatively
in the illustration? In this example,
the overall tone is Christmas-themed and the
text plays on the idea of Christmas greeting cards
in situations where one might need emergency
roadside service. As I went along, I
started to think about how to bring these
two ideas together. For the battery, I
landed on the idea of jumper cables as a string
of Christmas lights, for the flat tire, I landed on the comical
idea of the puncture being caused by driving over the
glass ornament shards, for the third piece, I knew the client wanted to literally depict one of their recognizable
branded tow trucks. It was just a matter
of how to spin it a bit so that there was
more of a concept to it. Here, I added a
Rudolph costume with a red nose up front and the
antlers tied to the top. In my roughs, I
just played around with variations on
these two things; the Level 1 and the Level 2
approaches with each piece. We'll look at how
this developed in the next step, but first, let's look at when the
concept is totally up to you. I much prefer not to be given
a sketch for my client. As one fellow artist
on Twitter put it, "Please don't send me a sketch, that's why you hired me, I make the pictures." Hopefully, I've shown
you how you can still be creative when given a sketch. But now let's look
at the challenge of working from a clean slate. In this example, the
art director gave me a fairly simple and open brief. This article is about working
from home during COVID. I looked for images
that gave me a sense of what working from
home looks like. In this case, it's people at home zooming on the computers, they are in a
domestic environment, perhaps in a kitchen
or a bedroom. I spent this rest stage
just iterating on this simple idea and seeing where my imagination would go. In this rougher step, I'm just exploring and letting my hand and my mind wander. Sometimes my ideas come together in full here and I
just need to refine them a little bit in the next
step but other times things come in parts or an
incomplete chunks. Very often, I don't think I
have anything that great, so at a certain point, I have to stop, take a break and come back
to it with a fresh mind, which could be after a snack
break or even the next day. Rule. Do not share work in progress
from your rough stage. When you present
sketches to your client, your goal should be
to nail your idea and get it approved by the
client right away. If you present sketches you haven't fully resolved yourself, your client may feel the need to step in and resolve
them for you, which I doubt either
of you would want. Just as importantly, you don't want to pitch a
concept that you can't actually develop in
your medium and style? Well, it's good to
leave some room for surprise between
sketches and finals, you don't want to set
the client up with expectations you will really
struggle to deliver on. In the rough sketches step, you're mining for ideas, mining for those
diamonds in the rough. But by the end of
the rough sketches, you'll have found something even if they seem
incomplete yet. In the refined stages, this is where you get
a chance to shape up the sketch to something
more specific. You may have had all neat ideas, but it's time to select
the most viable ones. An idea is viable when it first, meets the objective
of the brief, second, it promises to be something you can deliver in your style, and third, it's something
you can easily describe. If you can't put it in words, you probably don't have an idea; other than that, you
really just need to like the idea and
have to live with it. Rule. If you don't want
the client to choose your worst ideas,
don't present them. We'll get more into this in the next step, the presentation. But a common complaint
by illustrators is that the client always chooses
their worst ideas. To me, this seems avoidable; don't present ideas
you don't like. While you may have
a favorite idea, you should be able to get behind all the ideas you present. If there are any ideas
you wouldn't want to execute for whatever reason, you shouldn't include it. If that means presenting two
concepts instead of three, then just present two. If it means you have no ideas, then you have more work to
do at the rough stage yet. In such a case, ask
yourself what's not working about your concept
and then keep going. Rule. Do not present more than three
options per illustration. Showing too many
options makes it harder for your client
to choose and it signals to them that
you can't make up your own mind about what you
think is the best way to go. Come in with a strong
recommendation, be decisive. As hard as it may be, choose your best three concepts
and let everything else go. In a month, you'll
have forgotten about all those precious ideas anyway. Help your client decide by showing only your
strongest ideas. Make it your job to decide which your strongest ideas are
and not the clients. This is one major way
to keep yourself in the creative driver's
seat and keep the project from
going off track. In the first example,
the battery, tire, and tow truck pieces, my goal is to come up with at least a Level 1 and Level
2 take on their sketches, with Level 1 following their
sketches more literally, and Level 2 bringing more of
my own take to the table. I actually ended up with three directions to share with them. Here, to refine them
enough for their feedback, I made sure they all had a similar level of
finish to them. When working out ideas for
a set of illustrations, the sketches should all
be consistent to avoid questions of why one might
look different from the other. I also made sure
the lettering and my sketches all had a
similar feeling to them, even though it was quite
rough at this stage. That's what I focused on in
my refined sketches here. I wanted as little variation in the quality of
my sketches and as much variation in the distinct
concepts I was presenting. When presenting
multiple options, make each option as
distinct as possible. In this way, you can avoid
requests to mix and match, aka Frankenstein your sketches. This could really weaken
your overall concept. Also showing different options with only minor differences, makes the decision
more difficult for both you and your client. When each concept is as differentiated from the
others as possible, their unique value is clear. If there is a small
detail you're not sure to include or not, avoid the temptation to
include it as an extra option. This would weaken your position
as the creative leader. You should figure out
that detail yourself. Just cut one of the
variations out and know that if it's really
that hard to decide, it probably makes no
difference anyway. One notable aspect to this project was that
I was working with an art director at an Ad agency and we were together
working out creative, to present to their client. While I usually allow for three
rounds of sketches, here, I have to allow for
some back-and-forth between me and the
art director first, because the creative team
at the agency will want to vet my work before sending
it off to their client. In this case, the
first sketches I shared were a bit
looser than I usually like because I needed to work out the overall concepts
with them first, and concepts, need
less refinement than content in composition. Once the art director came back with their
internal feedback, I was able to refine
the entire set of concepts even more, this time ready to be
reviewed by their client. In the case of my sketches
for my editorial client, once I selected my best options, I simply refine them by tracing over it and
making it look as close to how I illustrate in
my final style as possible. While many might
approach sketches in a much quicker and looser way, I prefer to spend
lots of time here. That's why I do rough
sketches and refine them based on my own
sense of what needs to get clear rather than
presenting rougher sketches to my client and having to refine them based
on their feedback. While feedback and revisions is often just part of the process, I like to streamline it
as much as possible, and I think my
clients appreciate not having to ask for
too many changes. This is just a hunch. I tried to use my experience
and intuition to anticipate what the client might say
and fix these things myself. If I can't tell what
the client will say, I'll just show them
my best work and let the client's feedback give me more direction in
the next round. While fussing over
my refined sketches, in this way might seem to
take up too much time, it saves more time
in revision stages, and especially at
the final art stage. Take your time to get it
right in the sketches. In your finished art stage, will go much more smoothly. Work it out in the sketches, not in the finals. Whether you nail
the sketches and the client approves
without feedback, or they have lots of feedback
for you to work out, it's always better to work
out the work in the sketches, not in the finished execution. It's always easier to
change things out in pencil than paint [NOISE]. So far we haven't met with
the client since kickoff. Maybe we follow it up with a few additional
questions at first, but we haven't shown
them any work yet. Now with some refined
sketches in hand, you're ready for your
first client presentation, our first touch
point since kickoff. Well, you may imagine a client
presentation happens in real-time with you taking your client through
your concepts, I recommend emailing
your concepts instead, as this gives them
time and space to formulate their response. This means you get more
thoughtful feedback, rather than hot takes. In the Tools video earlier on, I alluded to the deck as being your most important
tool for stepping your client through
your creative process. Now that you have your sketch or sketches to share
with your client, you're going to need that deck. Your deck is how you must present any and all
work to your client. I'm surprised at how many
illustrators still send their work as loose email
attachments to their clients. If you're a new illustrator working for your first client, you can easily
stand out head and shoulders by sharing
your work in a deck. A good sketch presented in
a deck could look far more valuable than an amazing sketch sent as a loose file attachment. Presenting in a deck, helps the illustrator stay in control of their
process by doing the following: It makes it easier to keep track of versions
since all sketches, especially when you're
working on multiples, can be batched together, and labeled with a
common version number. Presenting in a deck
makes sure that your sketches and your
descriptions always stay together. If you send loose sketches, they may be sent around without your descriptions
or other important context setting
information which could elicit
irrelevant feedback. Presenting in a deck frames
your sketch in the same way a frame can elevate any work
of art even a scribble. Finally, it makes it more
likely your client will spend enough time and
care reviewing your work. The last thing I want,
is for my work to be quickly skimmed on a
little phone screen, and feedback given based on
this less careful viewing. There's a greater risk that something will be missed
and I'll have to deal with changes later
in the process when they're more expensive to make. In the tools section, I quickly introduced
what I call the deck, and in some of the
examples above, we've seen the deck in action. Now I'd like to
take a closer look. For anyone interested,
I've included a basic deck template as a free download in the class
projects and resources page. Returning to the example above
for the editorial project, this is what my deck for
that one looks like. The first page obviously is
the cover and of course, you put things like client name, project description,
presentation type, date, and version number. That version number
is really important. You want to always have your
version number on the cover. Then on the inside, on the first page, I've chosen to present
one sketch per page since I only have one illustration
I'm sharing concepts for. However, if I'm presenting multiple sketches for
multiple illustrations, it's best to show all concepts for each illustration
on its own page, so they're easy to view and
compare for the client. When presenting sketches,
you don't need much, just your sketches and
some descriptive text to support them to make it clear what the client
is looking at. Sketches should be clear and self-explanatory and not need additional text to
make sense of them. The descriptive texts just helps reinforce your
thinking a little bit. I'd say just keep it to
one short paragraph, maybe a couple of 100
characters or less. Now in the last page, I'd like to show actionable
steps for the client, so they know how to
respond to the work, and what I'm expecting from
them in the way of feedback. If you're using InDesign, export your deck as a
PDF and upload it to the Cloud and from there you
can copy a shareable link. Next, write your email, include the link, and send
it off to the client. You can write your
emails anyway you want, but I recommend keeping the email short,
and to the point. Here's an example of
what I might send. ''Hi Ashley, thanks so much for your patience as I put
these sketches together. Here's a link to the sketches'', and then of course I paste that URL to my
file on the Cloud, and then I just
close up and say, ''Please have a
look, let me know which concept you'd
like to go with.'' Once approved, we can move
into the final artwork. First with the subject line. It's a new subject, specific to the sketches stage, and I've clearly
labeled it as sketches. Next, I acknowledged the client with a
thankful greeting. Next, I share the
presentation link right away. Then finally, I give a
quick actionable promise. If the client chooses
and approves the sketch, they can start seeing
the illustration sooner. Then I sign off. Never express doubt
in your work. What I want to point
out, especially is the fact that I don't express any doubt or
apologies for my work, even if I'm a little
bit uncertain. There's always room for
uncertainty and that's why we present sketches and have revisions built
into the process. However, my job the whole time has been to come up
with good ideas and I wouldn't present to my
client anything that I didn't think worked or at
least mostly worked. If I'm presenting something, it must pass my own standards. If it passes my standards, I stand behind it. Therefore, I'm not sorry for it, and I want my client to go
with my recommendation. For that reason, I never
say things like, hopefully, this works for you or please let me know if
you need any changes or extra explorations
or something along those lines because that signals that I don't
stand behind my work. It opens things up too much to doubt on the client's part. Also, if I prompt for
feedback that may suggest to them that they
should have feedback, even if they wouldn't
have otherwise had any. While presenting
work to your client, depending on what you and your client agreed on in
the onboarding stage, for each illustration, you
want your client to choose just one sketch to move
into the next stage. If you're working on two spot illustrations for a magazine, you might show three options for each or six total sketches. Out of these, your
client should be able to choose just one sketch
per illustration. That's why when presenting
different options, you want each one to be
as distinct as possible. You want there to
be a clear choice. Then, the client
should be able to say, I like option B or
whichever they choose. Then, you can focus
on refining that in a second revision based
on their feedback, or taking it into finals. As much as possible I try to avoid situations
where I'm taking multiple concepts for the same illustration
into next revisions. Once you've sent your first
sketches to your client, it's now just a matter of
time before they respond. Depending on your timeline, it could be within
a few minutes, a few hours, or even a day
or so after you send them. If your client doesn't respond
right away, don't panic. A client taking longer with
their response could just mean they're actually spending time with it, which is good. However, if you were expecting feedback by a certain
time which passes, you can check in with a client and remind them that you'll need a certain minimum amount of time to turn around any changes. At this point suggesting
the possibility of changes, maybe
strategically beneficial. Otherwise, take a breather and enjoy the fact that for now, the work is out of your hands. Be clear about how you want the client to provide feedback. In the onboarding stage, I
mentioned making sure that you let the client know how you
prefer to receive feedback. All in one place, coming from one contact. If there's any doubt that your client has understood this, be sure to make it clear when you send your first sketches. This will prime you for getting feedback in its
most helpful forum. Every time you send
work to the client is an opportunity for them
to weigh in on the work. You want to keep
these exchanges as clean and as few as possible, and in each revision, to address all possible
points of feedback. You want your client
to understand that if they want to make the most of one of the
included revision rounds, they should make sure
they are thorough and clear in their response. [NOISE] After a certain time,
you'll get that highly anticipated or much dreaded
email back from your client. For me, it's always a
little nerve wracking when this email
drops in my inbox. Is it going to be a
full approval without any changes or will
the client hate everything and ask
me to start again? Will there be tons
of annoying changes? Will I feel like a
winner or a loser? Of course, this is
the wrong mindset. It's not about
winning or losing. You've done your best
and the client will respond how they respond. Take a deep breath
and open the email. [NOISE] At this point, there are a few
possible scenarios. The first scenario is
that the client chooses a sketch and approves
it to go into finals. The second scenario is
that the client chooses a sketch but has feedback and would like to
see some changes. This sometimes means
they asked to see some combination
of what you sense, some kind of a Frankenstein. The third scenario is less
likely where they reject all your sketches
and they want you to provide more options. Let's go through each of
these scenarios one by one. In the most ideal scenario, your client says they
love what you've shown them and if
you've shown options, they choose one clear winner for you to take into the finals. In this case, you're good to go into the realization stage. Just makes sure that the
client understands that first, they must approve
the sketch in order to go into finals and second, once approved, there
can be no going back and changing what was
agreed in the sketch. I always communicate this
point in the terms and conditions in the quote rather than bring
it up at this age, which would probably be
unfair to the client. Otherwise, congratulations, we'll see you in the next stage. The second scenario
is when you get a little bit more feedback
and some change requests. In this case, see your
client's feedback as an overall acceptance
of your ideas. Your idea is good enough
for them to work with, and that's a good thing. Now it's just a matter of interpreting their
feedback and this is where things can really come
together or fall apart. There are no hard rules
about what is and is not acceptable in
terms of feedback. It really depends on what
you consider to be your negotiable and non
negotiable points, those things that you
consider integral to both your art and the goals
set out in the brief. Easier feedback from me will
be more around content, what is being represented
in the art, and how. Trickier feedback will be more around concept and composition. As a creative on the job, it can honestly be a little
bit annoying to be given heavy-handed feedback
about how you should solve the
creative problem. When a client tells
you to change something that
alters the concept, perhaps even derails it, it can be really hard to accept. The same goes if they ask
for changes that seem to break away from your style. My approach to feedback
goes something like this. First, don't respond right away. Read it, and then give yourself
time to let it digest. Reread it to make sure you
completely understand. Second, don't be defensive. You might have all kinds of
reasons why you disagree with the feedback or why do you think your solution is perfect. Your client is not wrong for responding the way
they're responding anymore than they
could be faulted for liking blue more than yellow. They feel the way they
feel about the work and it's your job to help them
feel better about it. Ask yourself, what is causing the client to
respond in this way? What's causing them to give feedback in the
way they gave it? Who's place is it to
decide on this issue? Is it a matter of
style or of content? Give your client as much say as you can in the
way of content. If you presented a scene with four apples and two bananas, but they say they want four
bananas and two apples, you should probably
just make the switch. Another way I approach feedback
is to prove them wrong. Of course, to myself. I find that by the
time I've written out my defense against the
client's feedback, I could've just gone along with it and moved on
to the next thing. Now, I'll often
just take some time to actually try
what they've said. If they're wrong, it will
look wrong and it wouldn't be something I would believe
in enough to show them. Along the way I'll probably
found out some way of addressing the problem in my
own way, which works better. If they were right, then we should have no
problem just making the change or presenting
it in the next revision. Meanwhile, our client feels heard and the overall
experience is a positive one since
we avoided coming across as inflexible
or difficult. Another tip here is to
prepare your defense. If the client's
feedback is truly hurting the goals and
integrity of the work, you have two tools at your disposal to steer
the client forward. You have the scope
as outlined in both the brief and the quote
and your style precedent. If the client feedback
contradicts the scope in any way, you can always
point to the brief or deliverables
outlined in the scope. If the client feedback is clearly asking
you to do something outside of what you do while it's not written
into the brief, you hopefully had
some understanding in the onboarding
stage about style. For example, if the client
is asking to redraw a concept with more
of a 3D perspective, but your style is more
flat and stylized, it would be fair for
you to point this out. While we should always be up for a creative challenge,
like in this case, how could you give a sense
of three dimensions without breaking your flat
stylistic constraints, we should not be expected
to be someone we're not, or force our art to be
something that it's not. Another tip here
is to interpret. Read between the lines. Often a client is asking for something using imprecise words. They don't speak
the exact language you do about your work, so they may talk about representing something in
three-quarter perspective, but not mean it as
literally as it sounds. This is exactly what
happened to me recently. I made a point of clarifying. Just to be sure, I said, ''When you're talking about
three-quarter perspective, you don't mean for
me to illustrate in a three-dimensional
way, do you?'' And they completely agreed. Don't be afraid to ask for clarifications from the client. If you feel unsure or that the client is asking
for too much, it could be very helpful to jump on an actual voice
or video call with them and just listen
to them describe their feedback or
change requests. Usually they want you to make
the change in your own way, but not being you, they're
not going to be able to tell you exactly how. Another tip here is to guide
them toward specificity. If the client gives any
feedback that's negative but doesn't say why
it's not working, it's not your job
to read their mind. Press them to be more specific. I'll get more into
this in my next point. When the client is being
clear about what they want, even if it's annoying at first, at least they're telling
you what the problem is. The most problematic feedback
is when the client says, I don't like it or that's
not working for me. Remembering that illustration is visual problem-solving and must respond to
the client's needs as set-up in the brief, you do need to turn it back on your client to be more specific. You can ask your client, what is it about the concept, content, or composition
that's not working. Later, in the final
stage for instance, a client might say, ''That color is not working. Could you try
something different?'' This is an opportunity for
you to ask the client, what is it about this
color that's not working. Do you have any
examples of colors that you would prefer, are there any colors that I should be avoiding altogether? While we'll get more into issues of color more
in the next stage, this is just an easy example of something a client might comment on but not provide any truly
helpful direction to go by. You don't want to
just throw things up on the wall and
see what sticks. Get specific about the feedback. It's not our job to read minds. It's your job to
lead your client to more clarity about what
they want and need. This happens only by pressing
them more for specificity. Clients are not our
patrons and we're not mere artists trying to
satisfy their whims. We're creative collaborators
with them and so it's not our job to simply
keep showing them new options and hoping
something sticks. The only way we can truly meet the objectives set out
in the brief is if our client participates in
our process by giving us clear feedback when something
isn't working for them. Expect specificity. Don't try to read minds. Don't throw stuff at the
wall to see what sticks. Ask the client to give you as specific feedback as they can so you can make the
necessary corrections in the next revision. Now we're going to look
the third scenario, requests for more options. Sometimes we just
completely miss the target. It happens sometimes, especially
early in our careers. That's what revisions are for. In your quote,
hopefully you included at least three rounds of
sketches or revisions. If you provided some sketches but the client chooses none, here's what you can do. Again, ask the client
to be specific. What is it about what you presented them that
isn't working? Ask yourself, do you
agree with your feedback? Maybe you could take
another stab at it or do you think
you actually solved the problem giving the
brief and giving your style and strengths and the client
is just being overly picky. Another thing you
can ask yourself is how far along in the
process are you? If you're at the first
presentation v1, then you probably have
enough time to go back to the drawing board for one
or two more concepts. It's usually better to be accommodating if
at all possible. However, if you're
at v2 or even v3, provided you believe
your work holds up, but the client is
just being picky, you can let the client know
that you're approaching the limit of your
included revisions. I remember one time I presented multiple concepts to
a magazine client. They had some
reasonable feedback, but also asked for
additional sketches that showed my concepts
in different angles. I had provided some of these
angles in other options, so I felt that I'd
already provided satisfactory alternatives
to choose from. At this point we
were at version 2. I mentioned that I tried
incorporating their feedback, but it didn't work
and that I would have to create a fourth option, which would be outside of the maximum options
included in the quote. The art director came
back a couple of days later agreeing
that I had already given them some good
options and these satisfy their requests and
they agreed to go on with one of the
sketches I provided. [NOISE] Your deck is a tool not only for presenting your work
but for tracking revisions. Once you're done making your first revisions
to your sketches, save a new version of
your deck as version 2, and place the updated
sketches into the document. Remove all the pages or instances of the sketches
that didn't make the cut. Show only the work that's
changed between versions. If the client has
approved a sketch for one illustration in a series
of two but not the other, you can leave the first
out in this next round. Save the file, export
to a new PDF and send via the Cloud just as we did for the
first presentation. To be organized, I always
update the subject line. If my first subject line was The Cult of Crypto Sketches, my new line would be The Cult of Crypto Sketches version 2. Here I'd like to point
out that I didn't put v1 in the first
subject line. That's deliberate to
again avoid suggesting doubt or the suggestion
of any changes. This is possibly a little
bit neurotic and a bit like knocking on wood,
but it gives me hope. For any additional
rounds of changes, remember to save a new
version of the deck, include only the
change sketches, and update the version
number sequentially, v3, v4, and so on. [MUSIC]
9. Stage 4: Realization: Now it's time to take your proof sketch or
sketches into finished art. This is what I call
the realization stage, where you make real what was only an idea in your sketches. You take the approved
sketches and transform them into
finished artwork. I actually have the least
to say on this step because this is your area of expertise. You might be an oil painter
or a collage artist, or you might work in some newfangled technology
that may or may not have been invented by the time you take this class. Whatever it is, you
know your way around it and that's why your
client came to you. This is your art. Now, it's your turn
to do what you do. The ultimate goal
of this stage is a well-crafted
illustration approved by your client and ready
to hit the streets. The steps to getting
there include; creating the finished artwork, presenting it to your client and the feedback and revisions. In my own process, finished artwork is
easier than the sketches. Because I have my style, tools and techniques
pretty buttoned down, once I have an approved sketch, I know what to do next. I can crank some music or
binge listen to a podcast and just enjoy this less cerebral
part of the process. That's not to say I don't
struggle at this stage. There's always some new
challenge I didn't expect and I might have to spend more time than expected
working it out. Maybe I included
chickens in my sketch, which looked fine but
once I go into finals, I realize that I never had to illustrate feathers
before so I might spend some time
trying to figure out how feathers look in my style. Sometimes, I'll even complete an entire illustration
only to find it's not working yet and I will
re-illustrate the whole thing. The second time, I have more clarity about where
I'm headed and can be more decisive and less
tentative in my execution. When you have a style or an
established way of working, you have a baseline for what passes as good
and what doesn't. You can work all this
out on your own. This is more true for
illustrators who have a more developed
way of working and a sense of what their style is. Things are different when
you're more at the beginning because you're in the process
of developing these things. You're learning on the job. Rather than being
discouraged here, you should take some
comfort in this fact. Well, it's hard working
on a deadline and struggling to feel good about
your work at this stage. Hopefully, it helps knowing
that this is normal and does not mean you're
a terrible Illustrator. It just means you're in
that gap between knowing what you want to do and
learning how to do it. When I was just starting out, it would've been nice to know exactly what I would
struggle with. At least I wouldn't feel
like a complete failure. I think it would have also
helped me to know what to focus on in terms of
learning and development. While struggle and doubt are just part of the
learning process, hopefully by sharing
this with you, you'll struggle
with more purpose. Here are some things
that you might struggle with at the beginning but which will get
easier as you grow. The first pain point is making your final illustrations look
as good as your sketches. One of the biggest pin
points for illustrators is that they find their
sketches look great but they turn out
worse than they hoped when they're fleshed out
in the final illustration. I think this problem is largely one of not knowing your style, which includes not
knowing how to bring your ideas together in the execution in
a consistent way. In my drawing toward
illustration class, one of my key points
is that rather than trying to illustrate
how you sketch, you need to learn how to
sketch, how you illustrate. This also means
knowing the difference between drawing and sketching. As illustrators, we
don't draw pictures. There's usually some process of developing ideas into a sketch and then developing
that sketch into a final illustration using our chosen tools and techniques. Dressing up a drawing with some digital or physical
media technique usually results in an awkward
looking piece of art. Instead, overtime
we devise a way of stylizing in our
final illustrations, especially in how we represent forums with shape and line. In this way, we develop
a visual language. Then in our sketches, we use this visual language thinking
not only about the idea of the illustration but
also how it might come together in a more
finished style. Color is another
huge pin point for beginners and even for more
established illustrators. Common questions
about color include, how many colors should you use? Which ones work well together? How do you get the
colors to harmonize properly and not compete
with one another? What if the client doesn't
like the colors we choose? Where it comes to
working with color, it's always easier
to work with fewer. When I started out,
I mostly worked with two or three colors
when it was up to me. I really didn't like adding
extra colors because it added more complexity than I felt was necessary in my
style and frankly, I wasn't very good at
using more colors. Overtime, I got
better working with a few more colors and I
also realized I tended to gravitate around the
same ones so I formalize these into a single palette
that I use almost every time. Questions of color can be
almost eliminated when you have a go-to color
palette in this way. I teach about this in my class, the one pallet Illustrator so, if you're interested in
learning more about how I resolve my own color problems, I think you'll
appreciate that class. Another pin point
for illustrators is questions of style,
tools, and technique. This is part and parcel with the question of making
your illustrations look as good as your
sketches and it also overlaps with
questions of color. It's about knowing what your finished illustrations
look like, what line style or shape
quality should you use. Do you represent things
realistically or more abstractly? Do you show a sense of
volume or keep things flat? Should you add many details
or keep things super simple? Should you use Photoshop or Procreate or maybe Illustrator? All these questions plague the beginner because
they haven't landed on a system
that tells them the answers to these questions. For those who struggle
with knowing what style to work in and which tools
are best to work in, we explore that
in another one of my classes, the style class. These pin points are not
things you want to be figuring out when
you're on the job, especially at this later
stage of the process. However, if you're a beginner, this is pretty much
what you'll be doing. It will be hard, but
it doesn't mean you're bad or that your
art will be bad. There are many pieces I made early on where I
had to figure out so much that even today
I'm still proud of. I encourage you to jump
into each job you get, knowing it's the best opportunity
you have in the moment. You'll figure it
out as you go along and you'll get paid
along the way. Now it's time to share the
work with your client. This is the first time
you'll be sharing something since the
sketches stage. Just be sure that by
the time you present your finished art to the
client, it's actually finished. You should aim to
present only work that you would
consider completed. The purpose of this
stage is not to check in with your client
or to see if it's working. Any doubts about your work such as whether it's hitting
all the right notes should as much as possible
happen on your own time. When you come into the
first presentation here, you're coming in to get it
approved and out the door. That's your goal in
terms of where you want your art to be at this point. It really should be that good. However, you can still expect some feedback in
minor changes here. When presenting your finished artwork
only show work that is fully complete. As much as you can help it
don't share work in progress. Why might you want to
show work in progress? Maybe you're uncertain about something and you want
to see what the client thinks or maybe the client has asked to see something
as a check in. In either case, this
could derail the process. In the former case,
it signals that you can't resolve your own work, which weakens your
creative authority. In the latter case, it risks being
prematurely judged. More practically, it breaks the clean feedback and revision rounds you
built into the project. Protecting these is crucial to keeping the project manageable. If you show work in
progress and the client starts weighing in early
and then you make changes, does that count as a round? Showing work in progress is a surefire way to
throw a project off track and make revision
rounds unclear. Here's a tip. If the client requests
to see the work as a check-in and you'd
rather wait to show them something
more finished, it's reasonable to say you're on the job but it's not
ready to share yet. Assure your client
that you'll be sharing something by the
agreed on deadline. You can even be honest and say you're still
figuring things out. Clients shouldn't be shocked
to know that illustrators go through a process of
uncertainty in their own work. What you probably don't want
is a client weighing in with their own ideas of how to
solve your creative problem. It does depend on the
relationship you have with your client or art director
but generally speaking, how you figure
these things out is exactly your job
and nobody else's. Fiercely protect that. Always present your
final art in a deck. I said this before, but
I have to say it again. Don't send your final art as loose leaf email attachments. While it may seem inconvenient to go through the
whole deck thing, sending it in a deck
does a few main things. First, as with sketches, it frames the work signifying
that you value it. Second, it makes it more
clear that you're expecting the client to thoughtfully review the work
before approving. If you send just the file
as a loose attachment, the client might think
you think you're done. A deck keeps the artwork
safely in the waiting for approval zone as it
makes its way through the clients organizational maze. Well, we don't want
to suggest that the client should have feedback. We also don't want to make
it seem like we're shutting down any feedback
should it be necessary. Sending work in a deck makes it easier for you to keep
track of changes. You can place a big fat V2, V3, and so on, on the deck, making
it very clear where you and the client
are in the process. Never sent final files
until the client has approved the artwork
as seen in the deck. Artwork sent as
loose attachments can also look like you're
sending the final files. Sending final art in
a deck ensures that the client can fully
approve of it before you go through the whole
trouble of preparing and sending the final
cleaned up artwork. Fully approving
the art means that no further changes are due. Once you move into
the delivery stage and send final artwork, you are contractually
protected from any further requests from
the client to make changes. Presenting your
work here is very similar to presenting sketches. You'll use your deck again, but just updating it for sharing finals
instead of sketches. That means saving as a new copy, this time using finals instead
of sketches in the name, resetting the version number to version 1, and of course, placing the finished
illustration or illustrations into the layout. Usually this is a simple as swapping out the sketches
for the finished art. Then I just remove the captions, I had written for the sketches. We won't be needing
those anymore. When presenting illustrations, 95 percent of the time, you really don't need
to explain anything. The work should be self-evident. Just as in sketches, I like to include next
steps on the last page to give the client clear
direction of what to do next. As with the sketches
presentation, export your deck
as a PDF and save it to the cloud and share
the link with your client. Here's an example of what I
typically send to my clients. Hi Ashley, I hope you're well. I'm pleased to share the
final artwork with you. Here's a link to the deck, and of course I
include the link. Once approved, I can start preparing them for
final delivery. Looking forward to
hearing back soon. The subject is of
course updated to be about finals instead
of sketches this time. For V1, I don't include the
version number because I want to live in hope
that there will be no more revisions. As with the others, the e-mail itself is short and sweet with a salutation and a sense of
excitement about this stage. This is the first time the client will see
the finals and you can imagine they're really
eager to unwrap this gift. Keep in mind, I don't
overly hype the work. It can be awkward
for the client if they have some
critical feedback, if I make it seem like I'm just over the moon
about my own work. I try to balance being
enthusiastic and modest. Again, I include clear direction about what the
next step will be, which would just reinforce
us what I have on the last page of
the deck without suggesting doubt or that
there should be any changes. I don't write something like, I hope you like it. It's more like, here
it is, full-stop. Occasionally, I will leave the door open a crack and say, please let me know
what you think. But it really depends
on the nature of my relationship to the client and how much I think
additional feedback at this stage will really help. Of course, how you word your
emails and how open you want to be about things is a matter of what you're
comfortable with. Same as the last time, I insist on sending
the work by e-mail, thus giving the client time and space to formulate their
thoughts on the work. There's nothing to explain, so you being there will add
nothing to the presentation except to be there to hear the client give their hot takes. Once you send it off, you can take a
breather while you wait for their
feedback to roll in. We'll get into that next. Just as in sketches, you want the client to
give you any feedback in one place and have it
come from one contact. If you sense that the
feedback is somehow incomplete or you
have questions, be sure to ask, and get on the same page before turning around a
second revision. There are a few
possible scenarios with feedback on finals, just as there are with sketches. In the best possible scenario, your client just loves your
work and has no changes. In this case, you're ready
to take your art into the delivery stage
where you can clean up the files and send
them to the client. Well-done. Just a tip here. Just make sure the client knows
that you'll need a bit of time to prepare the
files in this way, it may take you an
hour or may take you a day or more
depending on how much of a mess you made
and what you need to do to clean it up in
the artwork file. I'd say give yourself at
least half a day for this, just in case the
process of cleaning up and sending takes
longer than you expected. Of course, the second
scenario is where you get some feedback and some
requests for some changes. Be prepared for any manner of feedback here but mostly
it will be around colors as well as placement and proportion of
certain elements. There may be some comments
also on details like patterns or how facial features are looking and little
details like that, which weren't possible to
know from the sketches. Sometimes there are
also little errors like spelling mistakes or details
you completely missed. Feedback on these things
is very reasonable. Sometimes a client will have
more difficult feedback that seems to question your
judgment or style. Sometimes we're so close
to our own work that it's hard to spot certain flaws. Allow yourself some
space and time to consider whether their
feedback is reasonable. Try it out for yourself
before pushing back on it. See how you can accept
the feedback and translate it in your own way. The work will probably be
stronger and you'll come across as a stronger
illustrator by being flexible. My approach to feedback on final art go
something like this. First, carefully
read the feedback, understand what
the client thinks is working and not working. Next, make note of any feedback
that is unclear to you. Next, make note of changes that are reasonable at this stage. If the client is asking for some small adjustments in size, proportion, or
color, for instance, this is probably reasonable. However, if they've asked to add something
completely new or make changes that significantly break from the approved sketch. This is not an adjustment, it's a complete redo. In such a case, I would explain to the client that
you would have to go back into the sketches in order to work
out their feedback. Often this goes outside
the agreed scope and justifies asking for
additional fees. As long as the client
overall accepts the work and is just
asking for a few changes, however, annoying
or unexpected they may be, stay positive. They're working with your
art, not rejecting it. Consider how far you've come
in the process and whether just making the changes
will get you to the finish line
quicker and smoother. On the other hand, consider
whether their feedback compromises the integrity
of your art too much. Maybe it's worth the fight. If so, be sure to know your reasons for pushing
back on the client, then explain respectfully, and kindly why such and such
feedback will not work. For instance, if the critique is all about how you drew the eyes, but your work has eyes
all drawn in that way. You can point this out and ask what they were
expecting instead. When difficult feedback comes, it helps to ask your client in a non-confrontational,
sincerely curious manner. In which way is
this not working? Were are you expecting
something else and if so, can you please describe it? Another big question is, why does a given change
request matter to the client? You can ask that honestly
without a tone of exasperation. By understanding why, you will have something
more to work with, whether that means explaining how you've addressed her concern already or knowing how to address their concern
in the next revision. Every time you get
feedback is like a mini brief for
the next revision. Just make sure you know
exactly what you're correcting or
addressing in each one. It's not your job to read minds or guess what
might be the problem. It's your job to help
the client define the problem and then for you
to solve it with confidence. The third scenario, of course, is request for
more explorations. At this point, you have an approved sketch and have
fleshed it out in the final. If it meets the objectives
set out in the brief and it's done with a
professional level of craft, it should be
considered acceptable. You may have to go through
some minor revisions as explained earlier,
but nothing major. However, sometimes
a client may ask to see various sub options, like three or four
color explorations of the same piece or a couple of options that show slight variations in details. Unless you've included
extra explorations as part of your
service in the quote, it would be reasonable
to consider this as an add-on with
an additional fee. If you provided your
illustration in one coloring and the
client doesn't like it, you can use the next
round to try another. Now you have two color options
for them to choose from. Most importantly, keep track of your revision rounds and make it clear when they get used up. If the client needs more
changes than what you include, I typically include
up to version 3, then you're entitled to
charge them for this. Just be sure you let them
know before you go into additional rounds so they have
a chance to opt in or out. To help keep track, be sure to save each file
according to its revision count and similarly to save as your deck with the
appropriate version number, save the file, export to PDF and send via the cloud as usual. Be sure to update
the subject line to V2 or V3 or wherever
it is in the email. Projects can go off track when a client is being unreasonable, but sometimes it's due to our own inexperience or some
other misstep on our part. We have to be honest
about the root problem. If it's the client
and if you believe you're holding up your
end of the bargain, you're allowed to
defend yourself. If you get to the end of
your included revisions and the client keeps
changing their mind, it may be time to
call the client and have a conversation about
how to move forward. We don't just solve
visual problems. Sometimes we solve interpersonal and
communication problems. Here the client out and
hopefully they can hear you out. You may run out of
revisions or time or both, or you may arrive at an impasse on some important
aspect of the project. Other times the client
just cancels the project. In such extreme or
rare occasions, the project very well die die before it sees
the light of day. As much as possible, it should be the client's choice to accept additional fees for revisions
or to drop the project. Occasionally, though, it might be you who has to
fire the client. Firing the client usually means you don't
get paid in full. If it's you opting
out of the project, then it's you who has to cut your losses knowing that
it's for the better. Maybe the project
started costing you way more in time than
it was worth anyway. However, if the
client ops out then you should still get paid
for the work you did. Even if the project failed, you still provided value, and you still did
work worthy of pay. This is where the
kill fee comes in. If for whatever reason
the project aborts, whether due to coming to an impasse or because the company changed
their direction, you should still get
paid for the work. A kill fee is usually
a percentage of the total project budget with increasing amounts as
the project advances. I usually require a 50
percent kill fee after sketches and 75 percent
after presenting any finals. This assumes the client
won't be using the work. The extra twenty-five
percent is for the value they'll
lose by not using it. It's certainly not a
25 percent discount. If I find the client has
used the work in any way, then I would be entitled to send a bill for the extra 25 percent. For more information
about pricing your work and
setting a kill fee, please check out one
of the resources in the class projects
and resources, especially the Graphic
Artists Guild guide. Once your client approves
your finished artwork, you're done with this stage. In fact, you've done the entire illustration. Well almost, so far, you've been sharing all
your work in your deck. Now your client is
going to want to have the actual file or files to plug into their layout design or wherever they're
going to be using it. Let's talk about that
in the next stage, delivery.
10. Stage 5: Delivery: [MUSIC] Finally
the illustrations are finalized and approved. The only thing left to
do is prepare them for their final usage and send
them off to the client. This stage is called delivery. Since the creative
process can be messy, our digital files may be
rather messy as well. Before we send them
off to the client, we want to make sure
they're nice and clean. Usually that means just saving
down to a flat file where all the working
layers are flattened so the file can't
be easily changed. When the client needs
a layered file. That means all layers
are properly named and well-organized so they're as easy to use on the
client side as possible. The goal of this stage is to ship the final files
to the client. The steps of this stage include the file cleanup and delivering
the file to the client. Let's go through clean up first. Cleaning up your files
will look different depending on how you
make your illustrations. The reason we want to
clean up our files is to first make them easier
to use for our clients, and second, to prevent any unauthorized changes
to the artwork, whether intended or not. Cleaning up your
files also reflects well on you as a professional. The first question to ask is, what kind of files are
you supposed to deliver? Did you agree to
sending the files with layers or just as
flattened files? Providing layered files means the client needs to be able to isolate or move various elements of your illustration around. This is helpful when
you're working with a designer who will
want to be able to move things around a
bit to accommodate type or other elements
in the layout. It's also helpful when
working with animators, which will make it easier
for them to do their job. I work in Photoshop and
when I'm in creative mode, I'm not thinking
about how easy to use my layers might
be to someone else. But now in this stage I try to organize
everything logically. Just looking at a map
I did here for Airbnb, this is a map of Prague I did for them and as you can see, I still have lots of
layers in this file. This is the file I actually
gave to the client, but each layer is
very organized. I have organized layer groups, so I have the base
map down here. I actually should have
named that base map. Let's just make that
correction right now. Then I have all the
icons in a layer group. I have all the icon
labels in a layer group. Then I have all these
numbered circles, these little index numbers, those you can take on or off, make visible or invisible in the layout and
stuff like that and each layer is
movable if needs be, I put them in place
where they should go. But if for whatever reason
the client needs to move it or even just use it in a separate case
somewhere else. It's easy to isolate and
move around a little bit. The idea of flattening maybe different depending
on your tools. In Photoshop, you can
actually just use layer flattened
image from the menu. In Illustrator, there's a flattened artwork
function as well. In Procreate, you
can actually flatten your layers by pinching them altogether with your
fingers in the layer panel. Whether you flatten your
file or provide layers, be sure to also give the
file a helpful name and add underscore flat for a flat
file or underscore layers, whichever is correct to
the end of the filename. Be sure not to overwrite your actual working art
file in case you need to go in and make changes later because that is
always a possibility. You might need to actually
make changes and you don't want to go back and
everything's flattened. Now moving on to delivery, once you flatten your files, it's time to send
them to the client. Maybe you're thinking
that now you can send files as
attachments in email, but I'm sorry to
say you shouldn't. Artwork files maybe smaller
like five megabytes, but they may also be really big like 500 megabytes or more. It's best practice to
always save your files to the cloud and share the
download link instead. If it's just one file, you can probably just upload the file as is and
send the link. If it's multiple files, you should stuff them in a zip
file first and upload that and then send a link to
that single zip file. You might be asking, when do
you send your final files? Do you send them before
or after the client pays? It's actually common to
send the artwork files before sending your
client the final invoice. My go-to move is to send the
files to the client using a similarly short
and sweet style of email like we've seen
elsewhere in this class. Here's an example
of what I write. Hi Ashley, Thank you so much for inviting me to work
on this project. You can download the
final files at this link, and of course I supply the link. Please be sure to
download the files on your end right away as I regularly remove older files to make room for new
ones on my Dropbox. I'm super pleased with
how things turned out and I can't wait to
see them in the wild. Please let me know
when and where I can find them once they launch. Just out of curiosity, when is the earliest I
can share the work on my social media and portfolio? I'll follow up with
your invoice shortly. Thanks. Dom. It's always up to you how you
word your emails. But the idea here is that I'm clearly sending
the final artwork now and this concludes
the project on my end. I'm also sure to remind them to download their files
for safekeeping. It's more common than
you think for clients to request the files a
month or so later. Even though they had a
rush deadline for use, sometimes they don't
get around to actually using them on their
end for awhile. Next, I really want to know when I can see the illustrations in the final context and
when I can share the work. I make a point of asking, sometimes I even ask for
copies such as if the work is for a magazine or some
other printed context. Lastly, I make it clear
that the invoice will be coming very soon
in a separate email. Once you send the files, it's time to officially
close the project. That includes invoicing
and getting paid. Let's move on to the next
stage and talk about it. [MUSIC]
11. Stage 6: Closing: [MUSIC] You might think that once you send the
illustration files, the process is over. Well, this is mostly true. Unless you get paid
for your work, it's only a hobby. You can think of the onboarding
and closing stages as the more business-oriented
bookends of the rest of the
creative process. Closing is the process of
wrapping up a project. At this point you can
call the job done, except you want to make
sure you get paid. This is also a time
to thank the client and celebrate a job well done. Both we and our clients are human and this is a time to make the whole thing feel less transactional and
more relational. If you've done your job well and upheld yourself as
a professional, your client will
have good feelings about working with you, and quite frankly they'll be far less likely to skip
out on paying you. Finally, closing also includes the process of
archiving the work. The goal of this stage is to get paid and formally
close the project. The steps of this stage
include: invoicing, receiving payment, and
archiving the project. Now let's go through the steps. The first step is invoicing. Just as you open the
project with a quote, you will now close
it with an invoice. The quote and invoice are
in some ways very similar. Often the invoice is
just a modified quote. In fact in a building
app like Harvest, you can create an
invoice from a quote. As mentioned in the last stage, I think it's a good idea
to send the files to the client and
then invoice next. To me this honors a trustee built up with the client
through the process, and makes it clear that
you value the client and the work more than
just getting paid. That being said
if the client has lost your trust
during the process, it might be wise to
invoice them first and request payment before they
can receive the files. The problem with this is very often the client needs
the files right away, so holding them hostage
could be seen as hostile and only
make things worse. In the most extreme
situation however this is exactly the pressure you need to motivate the naughty client, but I would say only resort to desperate measures in a
truly desperate situation. Looking at my invoice it looks
just like the quote we did at the beginning of the class
in the onboarding stage. It is an invoice now, it just says invoice
instead of quote. Even the line item
is exactly the same. The only thing that's different
is what's on the bottom. At the bottom here, I
just have some notes. I'll talk about
how I'd like to be paid and I mentioned
that there is one-and-a-half percent
monthly service charge for late payments
and stuff like that. I also include my
tax number which is important for some clients, they need that kind
of information. In all honesty I rarely get paid by the due date in my invoices. Many larger companies have slow moving Finance Departments, and I consider it
normal to receive payments 2-3 months
down the road. It's not ideal but I'm
used to it at this point, and I can plan for it. Even still I allow the billing
software to send payment overdue notices every week starting the week
after it's due. Is that annoying? Probably. Ironically, the
clients most likely to pay you right away are smaller businesses or
private individuals, since there are fewer
go-betweens in getting you paid. If you become concerned
that payment is far overdue and automatic emails
aren't getting results, [NOISE] here's a good
cause of action. Please note this is
not legal advice, just my own sense of
what seems reasonable. First, email the
client directly about it in a non accusatory way. Make it something along the lines of if
there's anything I can do to help make the payment
easier, please let me know. Next each month you can send an updated invoice with the
late payment fee added. If $1,000 was due on January 18th and you add 1.5
percent late fee per month, then you'll be sending a
new invoice for 1,015. The problem with this is that if the client wasn't going
to pay you anyway, they're not necessarily
going to be motivated to pay you even more. For larger jobs late fees may start to look scary enough
to get them moving. If the client still puts
you off or ghosts you, follow up with a phone call. Hearing your voice
or knowing you call the office could be enough for them to feel bad enough to pay. Perhaps maybe try calling
before charging late fees. If the client still gives
you that run around; there is one desperate
option, social media shaming. I'm not advising you to do this, but I will tell you a story
of how it worked for me. A client failed to pay me for the better part of a
year and they ignored every email I sent and I was unable to reach them by phone. I wondered if I
was the only one, so I looked the company name
up along with search terms about paying freelancers and late payments for freelancers. Sure enough, the company had a bad reputation among writers who contributed
to the magazine, giving them the same
treatment I was experiencing. Knowing I wasn't the only one, I felt empowered to turn to Twitter and name and shame them. I tweeted a screen grab
of how many days late the invoice was showing in
my billing software and I included a link to an online thread from writers who had
similar complaints, and I directly mentioned the magazine using
their Twitter handle. Within moments they
DMed me promising payment and requesting
that I take down my tweet. A week later I received
a check in the mail. If all those fails you
can take legal request. I've come close to
taking legal action, but that was only once and
the value of the project was too small to justify
the effort and expense. If a client owes you a significant
amount and ghosts you, it may be worth
considering legal action. [NOISE] Rule. Always let the client know when you receive their payment. Fortunately, clients
that won't pay are rare. Most of the time
you'll get paid. As soon as you receive
the check or see payment come through online
in your bank, be sure to mark the
invoices paid and send your client one last email to confirm receipt and
thank them for payment. Some of my clients will pay by wire or directly to
my bank account, in which case I won't know unless I check my
bank balance myself. Make a point of checking your balances weekly
to make sure you can confirm receipt and mark
the invoices paid in full. [NOISE] As you continue
to work on new projects, you'll accumulate project
folders on your hard drive. Over time, you'll have
hundreds of these. After a while
they'll be taking up much needed space
on your computer, but of course you don't
want to permanently delete them just to make space. It's not likely you'll need every project folder
you've ever created, but you will require some. Which ones exactly? You'll never know, so
you have to keep them all and that's why
you archive them. Everyone has their own archival
system, but here's mine. On my Mac, I have
two parent folders called Active and Archive. The Active folder contains only projects that
are currently open. The Archive folder contains any projects I've
recently archived. When I close a project, I simply drag it into
the Archive folder. I've just completed my
project for crypto today, everything's done, I got paid. I can just drag that
into my Archive folder, it's out of the way for now. These files are still
on my computer, but at least I can easily get
it out of my Active folder. I like being able to see
at a glance what's on my plate by looking
at the Active folder. More occasionally I
move projects from my Archive folder onto
an external hard drive, which serves as my
permanent archive of work. My low-tech system is just by two terabyte external
drives every two years, and use them as redundant
or duplicate backup drives. I do this because
I'd rather spend a couple of $100 on hard drives every two years than
to get hooked into pricey high-capacity
Cloud Storage. You can archive
any way you want, but you do need
to keep a copy of your projects for at
least 5-10 years just in case you need to go back to find a file for you or your
clients purposes. By always using the
same filing system, you'll always be able
to find any file for any project without
too much trouble. [NOISE] Rule. Backup your hard
drive every day. I would take this as an
opportunity to remind you to actively keep a backup of your computer hard
drive as well. Mac users have no excuse with time machine able to
run in the background. **** happens and you want to
be prepared when it does. [FOREIGN], luck
favors the prepared. I rotate between two
backup drives and store each one in a
separate location. If I were to be robbed and find my computer gone the
machine is valuable, but probably not as valuable as my archives and all my other
files that were on it. Always keep a backup. When a project is done
I feel free to move that project folder from my
Active to my Archive folder, then I wait to get paid. It almost always comes,
payment always comes. It's so rare that I
don't get paid that I spend almost no time
worrying about it. If a payment is longer than
say three months overdue, that's when I feel like
I need to check in. [APPLAUSE] When you're
totally [MUSIC] done with the project
and it's invoiced, paid, and archived, you should be very satisfied. Well done. Once you've gone through
this process once or twice, the progression of
stages should feel natural and you'll have
a better sense of how your own creative
process fits into it and what personal adaptations
you should make. If you're ever lost, just
pause and ask where are you in the process and use that
to guide your next move. Just do whatever that stage requires and then
move on to the next. Being a professional illustrator really is about consistency. Consistency not
only in your style, but in how you step through
your creative process and how you walk your clients
through it along the way. Consistency makes everything
more predictable. You'll know what to
expect each time, and you'll know what
steps you need to make. You can even predict which struggles you'll
encounter at each stage, and that will make
them seem less scary and more conquerable. It will also make
it easier to know how long you need to work and thus setup more realistic,
comfortable timelines. Next time when a client says, "Are you interested
and available?" You have so much
more certainty of how to answer this question. [MUSIC]
12. Project: Know Your Art: [MUSIC] Earlier in
the class we talked about how knowing your art is the foundation of everything else you'll do as
an illustrator. For the class project, I'd like to lead you through
a series of guided questions to help you better define
what this means for you. Here's how to do this part. In the class resources section, I've included a series of guided questions as a
downloadable document. Using a notebook or typing directly into your
class project, go through the questions and
write down your answers. Feel free to supplement
your written answers with supporting
visuals and examples, perhaps some of
your illustrations or images that inspire you. When you're done, share
your notes with the class. I encourage you to share some of your notes to your Instagram, perhaps as opposed or a
series of stories or reels. You can use the hashtag, six stages of illustration
and tag me at Mr. Tom Froese so I and everyone else can more easily
find your posts. Take as long as you
need to go through these questions and
happy reflecting. I look forward to reading what knowing your art means for you. Thank you so much for
sharing and thank you so much for
taking this class. Please be sure to
let me know how this class helped
you in the reviews. I'll see you in the
next one [MUSIC]