An artist can really make or break a
project, so it's very important to do your research and come to an
agreement. I don't like asking anyone to sign contracts, but it's a
necessary part of business and it's not just for me—it protects and
insures the artist's rights, too, by stating payment details, giving
a deadline for the project, clearly defining how the work will be
delivered (and in what form), how the artist will be credited,
clarifying rights, and by giving a clear understanding of the
relationship between the two parties, among other details. My first
experience with hiring an artist was unrelated to game design. Back
in 1999, I was only a couple years out of college and was putting
together a CD recording of me performing my own guitar compositions.
I went with a recommendation for an artist through a friend. I really
didn't know what I was doing and I had no clue about what reasonable
pricing was for a project like that. In hindsight, the artist charged
me far too much for a few photos and 1-page CD interior art, but that
wasn't the worst of it: after doing all the work we'd verbally agreed
to, only a few weeks before I was about to go on a short tour and
sell my CD's the artist called me to say he'd been thinking. He said
he felt that since his art was on each of my CD's, he wanted a
royalty cut for each CD I sold. I told him absolutely not, and I'd
drop and replace him in an instant if he didn't follow through with
our original agreement. Thankfully, he backed off, delivered the art
and I paid him his fee. I had no further dealings with him, but that
taught me the importance of using contracts so everything is in
writing, before the work even starts!
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