The Casual Webcartoonist

February 26, 2010

Lots of Ramen: How to Price your Artwork

Filed under: Pricing, Sales — Tags: , , , — crfh @ 10:09 pm

I keep seeing this question asked over and over. Mostly, in forums. Stereotypical newbie is starting to get hot, and has no idea what to do with it.

SN: So hey guys, there’s this people or this site and they want me to make a logo/mascot for them, it involves drawing this cool cartoon logo and the partybets logo in flames with some lightning on, or dude X wants me to draw him an avatar for a game, or girl Y wants to make so-and-so a special gift, I want to do it but how much should I charge for it???

Usually the heart of this question is, in truth “How much do YOU usually charge for it, so I can know more or less what’s the usual fee for this?”

This is, I think, the wrong approach. Artists have a wild range of fees even among their own works, and as such, mostly you’ll have a vague answer or something that’ll feel -usually- too high to the newbie.

So here’s a very simple method to figure out how much you have to charge. Ready? Here we go.

First, you have to take out the fixed cost. This means, how much money is the job costing YOU to take.   This is the easiest part, although it can be more or less subjective. For example, do you have to mail the finished product? How much is that going to be? Do you have to buy a special kind of paper? Markers and/or brushes? Do you need a special print job? Long-distance phone calls? And all that.

Once you have this fixed number, this is the minimum you have to charge. This is so you don’t actually LOSE money by taking a job (this happens a lot). Allow a few bucks over that basic fixed number, to take in account subtle things such as electricity, phone calls, or gas to gather the things you need. Certain added benefits of the job might be considered -things like promotion and prestige-, but never charge less than your fixed cost.

Now comes the most important part: time is money. If you’re going to dedicate the project a certain number of hours, and these hours can be spent making money in other project, make sure that THIS project pays more (or at least equal). Sometimes this is hard to quantify, so here’s a tip: estimate the number of hours the job is going to take (including preliminar work, research, and revisions) and figure out how much your time’s worth. Sometimes you will discover you were even willing to work *below* minimum wage, all things considered. *shudder*

Do you have a final number? Good. Now a last consideration. Let’s consider if YOU think it’s a fair price for both of you. Do you feel guilty? Reconsider. Do you feel they’d be ripping you off? Reconsider. Somewhere in the middle you’ll find a price that will make you say “I’d do this job, and be happy about it, for ______ bucks”.

There’s a lot of informal business going on online and it doesn’t always necessarily involve a contract. Make sure, however, that everything is clarified: payment, deadline, and when and how you’re expecting to be paid. Don’t be vague or timid: it’s a business transaction. Try to be specific too about the extent of the revisions, and insist in doing preliminars for approval. Otherwise you might be finding you doing and redoing something again and again and again.

Do NOT let someone tell you that since drawing is so much fun you should be doing it for free. Sorry, no. If it’s that much fun and it’s so easy, let them do it themselves! But don’t take a job where you feel you’re being underpaid, unless you absolutely need the money. You’ll feel dirty afterwards anyway, probably. If you’re going to charge less than you think you deserve, do it for FREE (but do it for the fun).

February 20, 2010

Weekend Smallish Tip: Squeezing an extra out of PW

If you’re using Project Wonderful and you have a friend who’s roughly on the same level as you, audience-speaking,  you could reach an agreement: direct your default Project Wonderful ad to the other guy’s comic for a month or two.  Total cost: zero.

Other nifty uses for the default PW ad: merch, donation page, a particularly good storyline. Remember! The space you have in your page is pretty valuable. Some people even call it “real state”. PW ads often go to the default on weekends on many comics, so don’t waste it!

February 14, 2010

Weekend Smallish Tip: Animation

Filed under: Design, Graphic Files, Weekend Smallish Tip — Tags: , , , — crfh @ 12:12 pm

You’ll probably have to make an exception with ad banners  (everybody likes money, right?) but for the rest, yes. Try to avoid animation in your page, especially around the area designated for your comic. Animation results in distraction, and you don’t want things jumping and skipping around when people is reading your work. They won’t be able to concentrate properly. Animation means flash that moves or “breathes” or “pulses”, marquees, animated gifs, stuff that automatically scrolls, etc.

For the same reason, and EVEN taking in account we all like money and need money for like food and whores rent. There are some terrible ads in some networks, you know which ones. The ones that FLASH at you with colors that are probably only found inside Cthulu’s gaze, with some idiocy about being the 137637429847923873 visitor <– more on this later. These ads are simply not worth it. They pay very little and they annoy and drive your readers away. Skip them, ban them, BLOCK them. From existence.

February 12, 2010

On that critical first impression

Filed under: Writing, launch — Tags: , , , , — crfh @ 10:21 pm

Howdy neighbors. Today I’m going to discuss strategies to earn yourself a bookmark.

Althought a first impression of course starts with the main page and the comic in said page -which should of course be the latest one- right now we’re going to focus on hooking that potential new reader.

Now, there’s two kinds of people in this world. The kind that goes to the first comic and reads everything forward, and the kind that reads a whole archile trawl backwards. While this might seem like an idiotic idea, I’m telling you it’s true. (I should know, I do this sometimes!) It’s also a particularity of webcomics: I don’t think anybody out there reads comic books or graphic novels backwards (unless they’re manga and they’re read right-to-left).

A good webcomic is enjoyable in any direction, but of course you can only think forward. Since you can’t control exactly what comics are the first that are read by a new reader that is a backwards reader, then you can only hope they’re good. But you CAN control what comics are read in the other case. That means you should be particularly careful with the first five or ten comics in your archive.

What should you aim for? Your best case scenario is one where 5 strips are good enough for the potential new reader to bookmark your site, or to keep them reading further into the archives. The more they dig, the more likely they are to bookmark your site or become your reader. Bookmarking doesn’t necessarily mean you’ve got yourself a new reader, but it’s at least a hook you get. Lots of people see a new site, decide it’s interesting, bookmark it to dig in later, and forget. While it’s possible the bookmark stays untouched, the fact  is, it’s there. Come a slow day, a boring day, or one of those dreadful sick days, people will quickly run out of options, and maybe then they’ll decide to give it a go.

If this sounds tremendously serendipitious to you… well, it’s not. Fact is, most people are way too lazy to clean up their bookmarks from sites that are no longer relevant to them from time to time.  At least you can be sure you’re just one click away.

Ideally, your first five strips should be hooking. This means not boring, not slow, and not text. It’s a great temptation to make intros  or maps or heavily  texty or introspective things. You can do this of course, but it’s a better idea to just jump in the middle of a scene.

Do you remember in the old times, movies would start with the credits? You got a solid few minutes of nothing but names of actors, producers, and stuff. To easy the boredom they would put a striking music score, breathtaking views, that sort of thing.

They no longer do that. What they do is they start with a scene, and when the scene ends, they make a transition scene, and during that they show the credits. Quite muted and subtle, yeah, but we live in fast times, and let’s face it: the internet has LOTS of shiny things waiting to rip that new readers off our claws hands.

So skip that intro or make it two, three pages at most. If you’re making a funny, make those first comics really pack a punch. You’d be surprised how many people remember that Sluggy’s first strip is about satanic possession and trying to install windows on a mac. I assure you, it’s a LOT.

Generally speaking you should be giving a bite of the general tone, pacing, and rhythm of the strip. You can’t exactly showcase character chemistry in such few pages, so try to focus on one character -either your main character or a likable one- and go to town. Do your best. If you’re a case of art evolution and don’t like people reading the first archives, you should be setting a guide where you steer new readers into reading a particular storyline that you think works well as an introduction to your comic.

Common First Comic pitfalls:

*Don’t make the comic about writer’s block. <— seriously, NO. It’s your first strip, for God’s sake. Not a good sign.

*Don’t make a strip about how your strip sucks <— this is EVEN. WORSE.

* Try not to break the fourth wall. You gotta be very careful with the fourth wall: once you break it, you turn your characters into actors, and it kills the suspension of disbelief. This is not to be taken lightly. Stay away from it. Also, almost every fourth wall joke or gimmick has been done to death.

* Don’t mistake “intriguing” for “incomprehensible”. People should know what you’re talking about. It doesn’t matter if they don’t fully understand it: they should be able to follow it. Forget about showcasing an alien language there.

*Avoid spoilers. It’s a big temptation to reveal something important as a way of saying “”Wait! This farmer kid is really going to save the world! It gets good, I promise!” You’ll come to regret it later.

*Avoid featuring yourself, guest art, or a strip that has little to do with your actual strip or main characters. No “character design sheets”, please.

*If possible, avoid to give a wrong impression. Don’t use toilet humor if you’re not really planning on making it a regular feature. Same goes for making gaming jokes, featuring sexy stuff, or whatever. The point with these strips is that they’re supposed to REPRESENT.

*Avoid generic landscape shots. Establishing shots are sort of boring, you can get into them later. Focus on the characters or domestic scenes, better.

*Avoid text titles. You’ll only elicit a groan from your potential new reader. “Can we get to the comics already???” Not good!

*Avoid covers. Unless they’re breathtaking, just skip them for now. Later, when you have a following and a reputation, you can think of including them.

In short: stick to the meat. You have few strips to make an impression, don’t waste them!

Stick around in the next few days for the Weekend Smallish Tip!

February 4, 2010

Decisions, decisions, or How to make writer’s block your bitch (II)

Filed under: Writing — Tags: , , — crfh @ 10:45 pm

So! Second part of the article on this terrible, terrible curse that is writer’s block.

Writer’s block will shave your cat and sneeze on your sandwich. Writer’s block will make you believe you have lost something you never had.  But worst of all, writer’s block will kill your comic if you surrender to it.

There’s nothing wrong with taking  a day off here and there, but beware! Are you taking it off because you don’t know what to write, and you’re waiting for something good  to appear in your head? Uh oh. This is some kind of paralyizing fear. Don’t give in to it!

Now, we already discussed comedy strips. Comedy is very hard to write, so more specific advice can be really hard to give. Story comics, however, are easier to crunch and bitchslap into good behaviour.

Enough chit chat! Grab a pen and a notebook or a piece of paper.  Sit down and relax, or lie face down on the bed. You might be doing this for a bit, so get comfy.

Now, when you’re in a jam in terms of story, it can be because you have too many options, have no idea, or you wrote yourself into a corner. Whatever your reason, I’m assuming you’re in the middle of a story here. What I use here, is a decision tree.

As seen above: a mental decision tree.

A decision tree is simply mapping out your options and pondering the pros and cons of this. This reduces the horrible cloud of infinity to a few paths you can take. This also helps you focus on what you actually can do.

Here’s an example:

Character April and Character Mike are having a discussion. Suddenly, Character April makes a revelation. What now?

Here is the base for your tree. Everything should be covered here. Yes, even if the character is stunned and doesn’t react, if you show it, THAT is a reaction. Even if the character ignores the revelation, still a reaction. Rocks fall, everybody dies: goes right into “characters get interrupted”. Anything else happening elsewhere: scene change also called as focus switch.

Can you think of another option? Stick it in there. But try to be very basic. Things will later get more specific.

If you pick B or C, you get a sort of cliffhanger.

Pro: it’s a cliffhanger! The suspense!

Con: If it takes you a very long time to get back to the scene, probably most of the tension will be diluted by then.

Now, let’s suppose we take A, just because it’s simpler. What next?

Again, we simplify. There’s nothing out of these three reactions. Now, what do we mean by “good” or “bad”? Generally speaking, we define good as something that helps towards finishing the conflict. Bad further complicates things. Neutral reacts in a way that doesn’t solve it.

If Mike gets angry and sarcastic with April, that’s bad. If Mike shows concern and empathy (OMG HAHAHAHA RIGHT), that’s good. If Mike stays silent, faints, or is confused/fearful then that’s neutral. These are not set in stone, of course. Certain characters have a tendency to bad, good or neutral. Mike yes, has a tendency to bad. Dave has a tendency to neutral/bad, because his personality does NOT help him to solve things. Roger mostly tends towards the good side of the spectrum here.

Or course, for all these options you make the pro and cons. If one of the cons on any of these is “too cliché”, “predictable” or “out of character” or “inconsistent with either plot or continuity” you scratch them out immediately. Usually you’ll be able to pick one or two good options these ways. Then you make a tree for these two options. Wash, rinse, repeat.

This way you’ll be able to cut yourself out of the jungle of options. What is this? Simple grunt work, right? In your face, muse!

February 1, 2010

Weekend Smallish Tip: Jaggy Little Strip

Filed under: Uncategorized — crfh @ 7:03 am

Duuuh! I forgot to publish this one, even if it was ready! Anyway.

Never use pure black and white files for your comics on the web. NEVER. This is a beginner’s mistake I see constantly: people who scan their comics on black and white, save it as gif or jpg, and put it up without any kind of process. If your comic is ready to go, scan in grayscale. If it needs process, at some point you have to antialiase the lines, either by gently applying a bit of  blurr (also called “softening”), or reducing the size, which in some programs automatically antialiases the drawing.

Another common mistake: if you’re touching up a comic that is grayscale and antialiased, use a pen that has the same grade of antialiasing too. Otherwise the corrections will stand out  (just as it happens in real life with White-Out).

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