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More Editorials

An Observation of deviantART

*ProjectComment:iconProjectComment: reports, 23h 23m ago
Discussing page views, activity and popularity, ~ChaoticSkye explores the inner workings of the community on deviantART from her point of view.

Although this does not apply to everyone, we hope the article is a worthwhile read and that the majority perceive things from a different point of view from reading this.

Daily deviations explicadas por expertas!

=noticias:iconnoticias: reports, November 26
Estas tres chicas son expertas en el tema de sugerir Daily Deviations, ellas 3 suman cientos de DDs aceptas y publicadas en deviantART.

Entiende de una vez por todas el tema de las Daily Deviations…

How to?

=morbidthegrim:iconmorbidthegrim: reports, November 27
!

A Guide For Help To Become Good - And Respected

*llama-doll:iconllama-doll: reports, November 25
A guide for help to become good - and respected.

llama doll
44 comments   Editorials  Last +fav: ~Alicere

Art Thieves- Learn to spot them!

~Azureluck:iconAzureluck: reports, November 25
Feeling suspicious about an art that appears to be stolen? Here are some things that make art theft easier to spot.
53 comments   Editorials  Last +fav: ~Alicere

Establishing a Process for Better Art

`Rahll:iconRahll: reports, November 23
In this article I'll talk about establishing a process of working on art that will help you turn out much better work without as much struggling or confusion.
66 comments   Editorials  Last +fav: *blewh

¿Porqué desaparece una Daily Deviation?

=noticias:iconnoticias: reports, November 23
¿Porqué desaparece una Daily Deviation?

Suicide Survivors Day - 22nd November

~shadowlight-oak:iconshadowlight-oak: reports, November 21
For every person who dies from suicide 20 more attempt but survive

Project Comment: Around dA Issue 5

*ProjectComment:iconProjectComment: reports, November 22
Project Comment is all about the community, so instead of just sticking to one thing and effectively closing all our walls and doors, we’re issuing a weekly Around dA, Project Comment style.

This news article includes things you can take part of (Groups, Features, Projects and More!), FAQs and Tuts, Guides and Resources. Each category is limited to only five things so that you have time to visit each individually.

Have something to suggest? Note us! :D
3 comments   Editorials  Last +fav: *DigDug71

Challenging Yourself to Become a Better Artist

`Rahll:iconRahll: reports, November 21
Becoming a better artist means knowing how to challenge yourself, and maintaining a positive attitude even when nothing seems to be working out the way you want it to.

This article explores how to push yourself to do things you never thought you could do.
235 comments   Editorials  Last +fav: *blewh

Editorials This Week

Establishing a Process for Better Art

`Rahll:iconRahll: reports, November 23
In this article I'll talk about establishing a process of working on art that will help you turn out much better work without as much struggling or confusion.
66 comments   Editorials  Last +fav: *blewh

An Observation of deviantART

*ProjectComment:iconProjectComment: reports, 23h 23m ago
Discussing page views, activity and popularity, ~ChaoticSkye explores the inner workings of the community on deviantART from her point of view.

Although this does not apply to everyone, we hope the article is a worthwhile read and that the majority perceive things from a different point of view from reading this.

How to?

=morbidthegrim:iconmorbidthegrim: reports, November 27
!

Art Thieves- Learn to spot them!

~Azureluck:iconAzureluck: reports, November 25
Feeling suspicious about an art that appears to be stolen? Here are some things that make art theft easier to spot.
53 comments   Editorials  Last +fav: ~Alicere

¿Porqué desaparece una Daily Deviation?

=noticias:iconnoticias: reports, November 23
¿Porqué desaparece una Daily Deviation?

Daily deviations explicadas por expertas!

=noticias:iconnoticias: reports, November 26
Estas tres chicas son expertas en el tema de sugerir Daily Deviations, ellas 3 suman cientos de DDs aceptas y publicadas en deviantART.

Entiende de una vez por todas el tema de las Daily Deviations…

A Guide For Help To Become Good - And Respected

*llama-doll:iconllama-doll: reports, November 25
A guide for help to become good - and respected.

llama doll
44 comments   Editorials  Last +fav: ~Alicere

Amazing Pictures, Pollution in China

=zesly:iconzesly: reports, November 25
40 very impressive picture.

October 14, 2009, the 30th annual awards ceremony of the W. Eugene Smith Memorial Fund took place at the Asia Society in New York City. Lu Guang (卢广;) from People’s Republic of China won the $30,000 W. Eugene Smith Grant in Humanistic Photography for his documentary project “;Pollution in China.”
6 comments   Editorials  Last +fav: ~Sangel99

What not to say to artists.

~MyaChan13:iconMyaChan13: reports, 1d 21h ago
Think before you comment. 4 things you should keep in mind before saying something.

16 Days of Action

~shadowlight-oak:iconshadowlight-oak: reports, November 25
16 Days of Activism Against Gender Violence
2 comments   Editorials  Last +fav: ~ok-sana

Editorials


How to get FREE ART

=sererena:iconsererena: reports, August 16, 2008
Ok, so the title is a little sensationalistic, but I was afraid "How to Make Your Collaborative Project Succeed" was a kind of boring title.

A few times a month I get an email that sounds something like this:

"Hello, I'm [NAME] and I'm working on the super awesome RPG/SHOOTER/MMO! I saw your art on deviantart and was wondering if you want to make art for our game. I can't pay you, but you will get royalties when the game is successful."

I always immediately refuse. I feel bad because I know this person really believes in their project, but needs help. A lot of people have good ideas but they just can't do it themselves, nor do they have the money to pay for professional services and that's completely understandable. But I've seen way too many of these projects fail, and I can't afford to invest so much time and effort in a someone else's project when I know people are going to lose interest and the project will fall apart.

But all is not lost! You can get free art for your project! You can even get web designers, programmers and other professionals to offer their services to you! After some experience working on indie projects and working in the game industry, I have picked up a few tips and I've created a little guide to getting your project to succeed. Most of this will refer to online collaborative game making, but can likely be applied to any sort of online project, like a web comic, animation, fashion label, etc..

Start Small
Start with a small, simple project. You may have the technology available to you to create something that rivals big budget games out there, but you likely don't have the time or people available to make it work. My advice is not to get too ambitious. Start with something small, absolutely tiny, and build upon it. One finished 25-level puzzle game is worth more than 100 unfinished MMORPGs. Finishing even a small project will really increase your reputation and make people more willing to work with you as your ideas get more ambitious.

Make a plan
This is the MOST important step. It actually has two purposes.

1. It will test your commitment to the project. Creating a detailed plan is a huge time investment, and if you can stick through it, your project has a fighting chance! Sometimes in the process of creating the plan, you will find it's not that good of an idea, or you'll lose interest. This is not a bad thing! I myself have had some good ideas for games that were killed in the planning process because as cool as the idea seemed at first, I just couldn't make it fun. But I don't feel bad about it because I learned things during the process and I didn't let anyone down.

2. The functional purpose of the plan is an obvious benefit once you've solidified your idea. It acts as a roadmap and lets you know who you need to help, how long it will take and give volunteers a good overview of the idea. Here are some things your plan needs:
  • Game Design Document | If you are designing the game, this is your time to shine! I'm not going to tell you how to create a Game Design Document (or 'GDD' ) but basically this is where you need all your details worked out. Here is a guide to writing a GDD: [link]

  • Timetable/Milestones | Your game likely doesn't have a deadline imposed by anyone, but it's always good to have a general roadmap of the project. Don't use any hard dates for these, instead, work in months or weeks. Here's an example of how you could lay it out.
    Month 1 and 2
    -Create Character and Background Art
    -Create Gameplay Prototype

    Month 3
    -Create Interface Visuals
    -Program Menu and Interface

    Month 4
    -Beta Testing

  • Required Assets | Basically, a list of every piece of artwork required for your game. Order it first by the purpose (gameplay, backgrounds, interface, titles, effects), then by priority, so the important stuff is in first and it's easy to cut out less important assets.

  • Your Team | Ideally, create titles for different roles in the project. This way, people can have multiple titles, or the titles can be shifted around as people join or leave your team. Your artist may have the title of "Character Artist" and "Effects Designer", but if someone good at effects joins your team, they can take on that title. Under each title should include a short description of their role and a list a tasks. This will give you a good overview of who you will need and help you recruit more easily.

  • Distribution/Revenue Model | If you plan on making money with your project, make sure it actually can make money! How will you be distributing your game, as a download, or in stores? How will it make money? Pay-per-download? Subscriptions? Ads? You may want to consider creating a business plan. Don't just plan on getting "discovered", have a specific plan that you can show your team members.


Make a backup plan
After planning your project, it will be easier to plan for eventualities. If you lose someone from your team, can you replace them? If your project gains momentum but you lose interest, can you pass the project on to a new Lead so that it will live on without you? What if your revenue model doesn't work? If you have a backup plan for different ways your project could fall apart, it probably won't!

Acquire a Good Reputation
While you are working on your plan, you can begin to build a good reputation in online communities (like deviantart!) where you can find people to recruit. Be helpful and take the time to help people and answer questions using your own expertise. If you are generous with your time and advice, people will be much more likely to help you.

Get Everything in writing
First, make sure every team member knows the terms. Make it clear how, when and how much the member of your team will be paid, even if it is in royalties after the project wraps up. Make sure the team member still gets a portion of royalties for contributing work even if they leave the project. Royalty agreements should be treated as a serious contract, so make sure you get some signatures. This is also where your timetable comes in handy so that your team member knows when they will be paid. Once your project starts, you should have a hard deadline. (example: October 27, 2008)

Have a simple website, and market it!
Once you have a few pieces of artwork, it's time to show it off! Create a blog so that people can watch the progress of your project, download demos, look at screenshots, read story excerpts... basically, so your audience can get excited about your game! Make sure users have a place to leave comments or feedback. Having an RSS feed or an email newsletter signup will help people keep track of your project. When a potential team member sees the excitement surrounding your project and you post an opening, they might even come to you to offering their services!

Provide a place for your team to meet
Luckily this is one that most projects get right. There are many, many ways to collaborate online now, so make sure your team is on the same page. It is easy to set up a free private forum. Provide your team with weekly progress reports to keep them going.

If you can't provide payment, provide incentives
Royalty incentives become more and more attractive as the project nears completion, but it's so commonly promised at the beginning of a project that it's not an incentive at all. (Neither is "exposure", by the way... if you found them, they likely have a good amount of exposure already.) Consider an "honorarium." This is more of a small gift for the artist's efforts than an actual payment, but it shows the artist that you are willing to invest a bit of your own money into the project. Just make sure they know that it is a gift, not a payment or contract.

Lower your Standards If you have a certain style in mind, grab a lot of images that feature that art style. But remember that if your artist is working for free, you need to take what they give you. Being picky or overly critical will make the artist question why they are even on the project and they might even leave your project warning other artists not to join! The art may not be perfect, but it is just a risk you have to take when they are investing their time in your project. Make sure your team members are having fun!

Break up the work
Keep in mind that many people have a hard time committing to long term projects, so break up the work into bite-size chunks so that you are not asking too much of any one person. This way, you might have multiple artists on the same project, but the work will get done much faster.

Conclusion
It sounds like a lot of work, but remember that you are asking for a lot of work, too. You don't need to have a huge innovative idea, just something solid.

If I got an email like this, I'm sure I'd be way more likely to say yes:

"Hello, I'm [NAME] and I'm the Lead for [GAME], our team's second game. I saw your art on deviantart and I think you'd be an awesome addition to our team. You can read more information about the game here: [WEBSITE]. have also attached a plan for the project to this email, feel free to skim it over. We would like to begin development for this game on September 1, 2008 and launch the game on March 1, 2009.

Judging from your art style, I would love for you to design a few characters for us. I can't pay you in advance, but we can pay you in royalties when the game is successful. Royalties will be negotiated prior to you providing any work and agreed to in a contract. I would like to provide a small gesture of $50 if you decide to be a part of the project for the long term.

Even if you can't provide us with art at this time, any guidance, advice or creative input you could provide would be of great help. We would like to sign you up to our private forum to see the team in action.

Thanks for taking a look,
[NAME]"


In closing, I'd like sum it all up with three general tips.

  • Be professional

  • Create a plan

  • Make it easy for people to help you

  • Make people excited about your project


Good luck on your efforts! I hope this was helpful and if you have any comments or suggestions for this article, do tell. :) (If anything, those of you who get emails like the one at the beginning of the article can forward people to this.)

Devious Comments

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:iconraerae:
I get emails like the first like that too. XD

--
"Everything you love, everything meaningful with depth and history, all passionate authentic experiences will be appropriated, mishandled, watered down, cheapened, repackaged, marketed and sold to the people you hate."
:iconavencri:
That does apply to any kind of project one can think about. Thanks for the advice by the way!

--
Check my comic "The Eye of Ramalach"! [link]
:iconoceansdream:
Couldn't have said it better myself. I might even link this from my DA. I get a few PMs on stuff like "I'm working on a huge MMORPG, it'll seriously be an awesome project, do you want to sprite for me?"

Of course the fact that it's huge already turns me off to the project, and that it's free. If it's paid, at least I get something out of it if it fails (many many projects do), but if they're paying, they're more likely to stick with it since it cost them to make it and all that money would go to waste if they drop it. My personal policy is that I don't work on MMORPGs.

The "Start small" is a good thing too. A lot of people have the tendency to want to make the best game ever. It's not a bad desire, but you should really start off small so you can learn. Finishing a game teaches you a lot.

Making a huge project also ends up with the problem of you learning new stuff later in the project and having the earlier stuff noticeably inferior in quality to the later stuff. Then a lot of people get in a loop of remaking things (hey, it happens to me too).

If you are good in a certain area but not good in another, you could trade talents. Maybe you could help the artist with some programming, while they could help you with some art.

--
Hunger? Feelings? Lives? Spriters don't want or have those!
:iconryunaruto:
You make an extremely good point. Its all about the baby steps. Its great to plan ahead have epic ideas, but far too often they fall short because they don't know how to start or stick with something. Nice outline btw, very good read.
:icondyemooch:
I get e-mails like this all the time about people wanting me to draw or color for a comic project. While I'm always happy to do a few indie jobs(for less than I make, and free from time-to-time if I'm approached in the manner you spoke of), I REALLY dislike it when people dictate themselves in a manner that not only disinterests me in their project, but they also come across as pushy and demanding- and with the air of arrogance that "they can FINALLY make you somebody", despite my being an already published colorist/artist...

This is one fantastic news article; and it's written by a person who has the talent and know how to express such this news topic as informatively, simple, and blunt as possible.
Kudos! This is a great article indeed- thank you for writing it.
:iconsererena:
Now you can just reply with a link to this. ;)

--
Don't click here!
"Pants is considered by some an inherently funny word..." ~Wikipedia
:iconsererena:
No problem! I hope it's useful. :)

--
Don't click here!
"Pants is considered by some an inherently funny word..." ~Wikipedia
:iconsererena:
Those are some good points. I've traded art for programming, web design for an unused external hard drive, art lessons for babysitting (I was the babysitter) and the strangest of all; graphic design in exchange for Ninja Lessons. Which I sadly never collected on. ;_;

--
Don't click here!
"Pants is considered by some an inherently funny word..." ~Wikipedia
:iconsererena:
I like the idea of a prioritised plan flow. This is how it works.

You ask yourself: What's the minimum amount of features, gameplay and graphics I can put in this idea so that it's still fun? That's what you do first... then, keep building upon that, feature by feature, in order of most important to least important, until you have a really beautiful fleshed-out game! Who knows how far you will progress, but even if you get the minimum done, you have made a fun little game!

--
Don't click here!
"Pants is considered by some an inherently funny word..." ~Wikipedia
 

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