How I got art for my game, part 1.

tomart1header How I got art for my game, part 1.

As a kid, I used to excel at various visual arts. I enjoyed sketching, drawing, painting, etc., and some of my work was even briefly displayed at a quite silly our-children-are-the-future event. As I grew older, though, my interest in art waned and I eventually abandoned it for other hobbies. These days I can draw a stick figure as good as anyone else, but that’s about the extent of my skills. As such, I definitely needed some help with the visuals of Tribes of Mexica.


To start off, I wanted to commission two illustrations for the game. They’d serve as the “face” of the project, helping to garner some attention and provide a token of my dedication. Since Aztec pictorials are not the most instantly identifiable style, I also wanted to Westernize the imagry in a way while keeping its underpinnings, hoping it would eventually serve as a reference for in-game art.

I wasn’t sure what was the best way hire artists, but I figured ConceptArt.org was a good place to begin. The site was filled with varied portfolios, a lot of them by professionals from the videogame industry, and its message boards were very active. I started off by making a post asking for some advice on Mesoamerican art, after which I scanned the jobs section. I read the FAQ stickies so I wouldn’t make any introductory faux pas, and I checked out a bunch of the other offers just to get a rough idea of the pricing.

Then I made my post.

alejandroconcept How I got art for my game, part 1.

Alejandro's concept for some of the characters in Tribes of Mexica.

What I asked for were two illustrations in a painterly style — one for a boxart mockup, and another for the game’s title screen. I had some rough ideas for their compositions, but I didn’t dwell on those. Instead, I focused on details such as: theme, compensation ($200 USD, half upfront and half after completion), due date, payment method (PayPal), and delivery format (Photoshop PSD files, with the title screen divided into various layers).

Now $200 USD isn’t a very large amount, so I wasn’t expecting too much interest. Maybe an application or two from some talented speedpainters, although I suspected that even those might be turned off by my desired level of detail.

The post was eventually viewed 1000+ times, and I received 90+ individual offers. I was pleasantly surprised, to say the least.

At least half of those responses came within the first two days, which I spent almost exclusively browsing portfolios and answering e-mails. I responded to every submission, and I was genuinely surprised by the lack of links to amateur-ish deviantart galleries. Everyone seemed fine with the price as well, with a few notable exceptions. One person offered to do it for $175, another requested $300, and one individual (with no link to any works) complained in broken English that it was too little money and I wasn’t going to find anyone for the job.

A lot of the submissions were not necessarily in the style I envisioned, but there was a lot of talent being displayed. In the end, I decided to pick out 5 “finalists” from each sub-style, i.e., dreamlike, blotchy, hyper realistic, etc. This would allow me to weigh the pro’s and con’s of each approach, and eventually come to a decision on the look of the game as a whole.

After mulling it over for a few days, I needed to make a choice, so I asked each artist if they’d be willing to provide me with a quick sketch of the boxart motif. I couldn’t really offer much money for these concepts, so instead I proposed to write a blog post (this one) about my experience and maybe get them some extra exposure. Three of the artists agreed, with one stating that he was too busy at the time, and another refusing to do it without some monetary compensation. That was understandable, though, and I hope you still check out their websites.

Here they are in chronological order based on their submission date:

1). Davy Van Verdegemtomprospect1 How I got art for my game, part 1.

Davy was actually the first response I got, and it certainly started off on a positive note. His incredibly textured work had a very storybook feel to it, and although he didn’t have many examples of character art, his stop-motion animations were very impressive.

2). Alejandro Gutiérrez Francotomprospect2 How I got art for my game, part 1.

Alejandro has a lot of commercial experience, and his style — which combines pencil drawings and digital texturing — is certainly unique. He’s also done quite a bit of background and character work, with some of his pieces resembling the setting of Tribes of Mexica, and he actually resided in Mexico City!

3). Alice Duketomprospect3 How I got art for my game, part 1.

The proportions, colours and overall style of Alice’s works reminded me of James Jean’s famous Fables covers that have been renowned for years. Theirs is a very iconic look that worked wonders for that series, and I thought a similar approach could make a great fit for my game.

4). Kamjar Fadaitomprospect4 How I got art for my game, part 1.

Although Kamjar’s strengths are not his characters, his background work is simply amazing. The animation of the above image — complete with flowing water and falling leaves — was exactly what I had pictured for my title screen.

5). Mélanie Bourgeoistomprospect5 How I got art for my game, part 1.

Mélanie didn’t have a lot of examples in her portfolio, but her ethereal, dreamlike illustrations were instantly appealing. It wasn’t quite the style that I envisioned for Tribes of Mexica, but I could still see this more whimsical look fitting the game quite well.


In the end, I decided to go with Alice. Her artwork was filled with fine detail, vibrant colours, and great backgrounds and characters, which ultimately made the difference for me. When she began work on the illustrations, Alice also asked me if it’d be OK to put the piece(s) in her portfolio, which was fine by me. I jokingly said it’d ensure her putting all her effort into it, but maybe it was a bit too much work as it pushed us past my original due date. Still, I was so happy with her work, I actually decided to pay Alice an extra $100, and here’s why:

coversanstitle How I got art for my game, part 1.

Alice's final version of the Tribes of Mexica cover, sans the title.

Overall there’s a few quick lessons I learned from this experience:

  • ConceptArt.org is great for recruiting artists from all over the world (aside from Antarctica, I received responses from every continent on this planet).
  • It’s best not to do ask for help on a tight deadline. You never know what might come up or how long it will take to find someone you think really fits the project, so I’d advise posting an ad well ahead of schedule.
  • Although it’s great to have one artist do all the work to ensure a consistent look, scope and time constraints might prevent this from happening. Furthermore, visual arts are a very nebulous field, so it’s likely that you might find artists who fit one part of your requirement but not another.
  • Finally, if you haven’t settled on a concrete look for your project but feel pretty confident about the quantity of potential responses, feel free to skip out on stylistic details. You might be surprised by the offers and find an ideal style that never even occured to you.

Next Tribes of Mexica post.

Previous Tribes of Mexica post.


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  1. #1 by eight on June 23, 2009 - 3:12 am

    Thanks for ruining the illustration market. :(

  2. #2 by pubjames on June 23, 2009 - 6:43 am

    To anyone thinking about doing this – make sure you don’t exploit talented young artists. Many of them have bad experiences having their enthusiasm and naievity exploited, and then stop give up art as a career. I’ve seen it happen. If you are going to comission someone, pay them what they are worth.

    This comment was originally posted on Reddit

  3. #3 by DocMatrix on June 23, 2009 - 7:21 am

    Thank you for posting this! I’m in a very similar situation, and this is a great resource!

    This comment was originally posted on Reddit

  4. #4 by DocMatrix on June 23, 2009 - 7:22 am

    Do you have any suggestions on how to ‘value’ someones art? I want to get some freelance stuff done for a little project I’m working on, but really have no clue about art or artist consignment.

    This comment was originally posted on Reddit

  5. #5 by lovecrafthp on June 23, 2009 - 7:29 am

    I understand what you’re getting at but isn’t this just a case of supply and demand? In this particular case the author put up an add detailing a specific job for a set amount of money. Anybody who reacted to the add knew what they would be getting paid on beforehand. Would you qualify this as exploitation because the initial compensation was not that high even though quite a number of artists were willing to accept the job nevertheless?

    This comment was originally posted on Reddit

  6. #6 by Dan on June 23, 2009 - 8:37 am

    Ruining it? Looks like this guy just followed the trend AND ended up padying his artist a little bit more in the end, how is that ruining anything?

    And thanks for the article! I’m in a similar position, and this has been very informative.

  7. #7 by JonnyT on June 23, 2009 - 8:40 am

    Interesting read, and more a case of supply and demand than anything else, really: Fair price is dictated by how people are willing to shell out for something.

  8. #8 by jen2000 on June 23, 2009 - 8:43 am

    omg, soooo much good art! you were really lucky to get such talented artists to respond to your post!

    i hope i get as much attention when i start my project…

  9. #9 by rick king on June 23, 2009 - 8:53 am

    Yeah, I don’t think he was ruining anyone’s lives by offering money for work that wouldn’t have otherwise been there.

    Also, that’s some really good art! I don’t have a game project going on, but maybe I’ll save up $100 or so an commission a digital painting of myself!

  10. #10 by neb on June 23, 2009 - 9:00 am

    Great article – I might find tile/sprite artists for my MMORPG.

  11. #11 by Alex on June 23, 2009 - 9:44 am

    Beware of ConceptArt.org. Once you’ve signed-up and got your art you’ll receive regular emails without the possibility to ever unsubscribe!

  12. #12 by SoysauceMafia on June 23, 2009 - 10:47 am

    Depends on the scale and purpose of the work I guess, if it is like the cover piece for the game in the article, 200 to 400 is common due to the detail involved. Character sketches or anything conceptual you can get by with $10-15 on average, since they take so little to push out (if you give reasonable instruction on what you want at least. Vague description is not going to help either of you ;P ) There’s a whole debate between artists about whether or not to charge lower cost for work, mostly because it can devalue what people think our time and effort is worth. I agree mostly with this, but when it comes down to it most artists (especially us just starting out) we need whatever we can get in terms of money and portfolio padding. The way the selection process went in the article was very respectful I thought, and the bit at the end on paying extra for a job well done was really kind of him. I’d say try to find an artist you like with this process and just ask what the artist thinks his time and effort are worth. Some will be picky, most will be happy to hear from you

    This comment was originally posted on Reddit

  13. #13 by TheManagement on June 23, 2009 - 10:59 am

    Thanks, glad you found it useful.

    This comment was originally posted on Reddit

  14. #14 by eightfivezero on June 23, 2009 - 11:10 am

    If $200-400 is common for a cover piece I suggest not getting into videogame illustration at all.

    This comment was originally posted on Reddit

  15. #15 by TheManagement on June 23, 2009 - 11:11 am

    Yes, this is a bit of a touchy subject (and I’ll go into it in detail in a future post) as outsourcing and the work of young artists is sometimes seen as undermining freelance work of established professionals. Still, I certainly did not set out to exploit anyone, nor was I dishonest with my intentions, and working with Alice and recruiting concept artists has been a very positive experience. It’s also an area that interests many indie developers, yet there’s little concrete information on the process, so I figured it could prove interesting to some people out there.

    This comment was originally posted on Reddit

  16. #16 by The Management on June 23, 2009 - 11:21 am

    Really? I’ve yet to receive a single e-mail from ConceptArt.org itself.

    As for the pricing, I realize that it’s a touchy subject, and I’ll go into it in more detail in part 2 of my article.

  17. #17 by gerundronaut on June 23, 2009 - 11:34 am

    How much "should" it cost? What if you’re also hired to work on the game manual art (which should probably resemble the cover art)?

    This comment was originally posted on Reddit

  18. #18 by easlern on June 23, 2009 - 12:03 pm

    "Everything is worth what its purchaser will pay for it."

    This comment was originally posted on Reddit

  19. #19 by Freeky on June 23, 2009 - 12:35 pm

    Depends how long it takes you to make something, do you end up with a decent hourly rate?

    This comment was originally posted on Reddit

  20. #20 by TalesAbound on June 23, 2009 - 1:54 pm

    Which is? I speak because I am very, VERY interested. I may soon be in this guys shoes.

    This comment was originally posted on Reddit

  21. #21 by alphadog on June 23, 2009 - 3:20 pm

    How much time did Alice spend in toto on the two pieces you requested?

  22. #22 by SoysauceMafia on June 23, 2009 - 8:09 pm

    Freelance and working for a company are entirely different things though. If you’re contract its lump sum or salary.

    This comment was originally posted on Reddit

  23. #23 by SoysauceMafia on June 23, 2009 - 8:11 pm

    Yeah, he mentions speedpainters in the article… some of those guys can whip out absolutely *ridiculous* stuff in about 7 hours. Though the pieces often have a more sketchy feel about them and sometimes thats not what people want. Amazing talent to have though, I’m envious.

    This comment was originally posted on Reddit

  24. #24 by SoysauceMafia on June 23, 2009 - 8:18 pm

    Yeah man for sure, it was a great article. I think you went about it the right way, sounds like you did everything right and everybody ended up happy. When will we get to see the fruit of your labors?

    This comment was originally posted on Reddit

  25. #25 by TheManagement on June 23, 2009 - 8:56 pm

    In about six weeks I should have another demo-video, with some in-game art this time around.

    This comment was originally posted on Reddit

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