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Closing the gap: Digital Art and Millions.

Lexauton

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We've all cultivated skills over our lives. These skills seem intrinsic to us, inextricable from our beings. Our abilities came innately or through hard and efficient work-- preferably through a combination of both.

Web-design, Programming, copy writing, immense charisma, accounting, etc...These are 'rain-making' skills.

I've been brainstorming ideas as to how an artist could create a product or service that wouldn't require them to art-slave for studio or work for 'set rates'.

The exception is where a project is developed for a small studio (better profit share) and then the product is a success. Thus is the example with Journey. He also worked on Flower for the same company.

The concept artist/art director for Journey, Matt Nava became a millionaire after the game's success, this is evidenced by his listing in Forbes' 30 under 30.

Other than Mr.Nava, I've had almost zero-luck finding any young millionaire artists whom don't make their work in fine-art sectors.

I've also found this relatively disheartening yet informative article in regards to why digital artists aren't becoming millionaires like programmers or web designers: [#DIGART] Why Your .JPEGs Aren't Making You A Millionaire | The Creators Project

Anyway, after this research, I've started contemplating ways as to how one can make millions as a singular (or small team) of digital artists. One of the biggest prerequisites with art is the level of skill any given artist has, and the over-all appeal of their work.

Here's a list of potential paths to millions as a digital artist:

List of products a digital artist can create and prosper from:

Graphic Novel Or "Art Book": An example of success using this method is: Dan Luvisi -- he created an art book called Last Man Standing. He's currently having it made into a movie. He marketed vigorously through social media documenting his process and even getting other artists to contribute.

Children's books: Another very viable route to wealth, simply research the best selling children's books and reproduce those sames successful themes in your own work. Find a publisher or publish it yourself.

Education:
I haven't seen a 6 or 7-figure educational site that's operated by a singular artist, but I have seen sites that take on a plethora of experienced artists and create tutorials based on their areas of expertise. Still, a singular artist might be able to make 5-figures a year marketing their knowledge to hungry artists.

Commissions: If you can find a way to freelance without having your time absolutely usurped, then I'm all ears. Many projects for animators, illustrators, concept artists and the like can take up to 5-20 hours on average. They also have pretty low-end flat rates unless you're very established. Hourly rates are less common, but seldom breach the $40.00 barrier...Not fastlane.

Games:
Much like our Friend Matt Nava, One can establish (or join) a small studio and generate projects that generate revenue. Start small, follow trends and aim to set a couple of them. Mobile gaming and console marketplace gaming are good places to start. Aim for Steam as well. You're not going to be able to pull off making a game by yourself unless you learn to code though, or are very comfortable spending vast amounts of money outsourcing the things you don't have the knowledge to complete sufficiently.

--------------------------

And this is the part wherein I come to the end of my knowledge on how one can become affluent using digital art as the predominant means. I'm 100% certain that there are ways a digital artist can leverage their talents and skills to achieve financial freedom, but as of yet it's a relatively untrodden path.

I'm trying to hybridize more business principles with artistic ones in order to figure out new ways to attack the market. We all know that a business can never be more profitable than the market it's in, but since digital art is used to plan feature length films, illustrate best-selling book covers, and empower the cutting edge of the video game market, I know that it can become a viable way to provide massive value and be compensated for such.

So there you have it. I'd love to facilitate some discussion and ideas as to how these skills can be maximized in terms of the value that they provide.

I also don't mind being corrected or challenged, so please speak your mind and we can all learn and prosper together.
 
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Stef_h

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The problem is definitely the mindset of artists.

It is hard for a lot of them to switch into business mode because they are so married to the quality of the end product.
If they want to work for someone, they have to realize that they need to be creative problem solvers, not artists.

I think the word "artist" gives the illusion that their way is the end all be all; that if they are hired to do something, they have to be in control of the outcome or else it'll be crap.
There's a kind of egotistical air about it and it makes the "artist" feel entitled.

I'm a freelance animator myself. When I was able to switch from "artist" to "problem solver" just last year, I found more clients wanted to work with me! I've probably made more this year than the previous 3 years combined of working as an "artist". I also don't work 60+ hours a week. The hours I DO work are intensely focused.
Granted, I still have to worry a little about competition, maybe people who will work cheaper.
But the service I provide is pretty darn good!
I treat the client as an equal; I treat them as a teammate. We are trying to solve a certain problem together. On top of that, I have learned (and am constantly learning) different tricks to being more efficient and can create higher quality products faster/on time.
Clients love working with nice people and saving time. You have to know that their job or money is also on the line if they don't finish THEIR task.

I also now see clients as different income streams, though it's not passive. However it's still the same concept. I don't rely on just one company or person to bring in my money. So it's definitely a step up from employee mindset.

I have to add that I am not an avid consumer and live frugally. So the amount I bring in can be considered more than enough for my current lifestyle. A single week of 40 hours could give me about a month to chill, IF I wanted to. Right now I can't eff off because I have a student loan (art school, MEH!) to pay back and I'm treating it like a fire in my pants. So work work work I go!

BUUUUT I wouldn't be on this forum if I wasn't interested in fastlane and a different lifestyle. :p So I'm using the extra time I have to learn and jump in as soon as I can.


To sum it all up as tips for being a freelancing artist:
-You are a problem solver, not an artEEST.
-Treat your client as an equal. Not as a boss or someone whose opinion doesn't matter because their taste in art sucks.
-Be on time.
-When you are doing your studies, work on finding ways to be faster and efficient but still yielding high quality results.
--A good example of this in concept art is RobotPencil. He produces amazing, realistic concept art VERY quickly. A lot of his live streams, he talks about different tricks of painting faster. He was also able to raise a $55,000 for his artbook kickstarter.
In this sped up video the painting took him 50 minutes to do and it is realistically rendered.
[video=youtube;27oID616sM4]http://www.youtube.com/watch?v=27oID616sM4[/video]

And watch this documentary about being a commercial artist:
[video=vimeo;70642037]https://vimeo.com/70642037[/video]
 

funkj25

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Hoping to see you find a breakthrough for yourself. I've seen tons of art friends (both visual and musical) have to move into different disciplines to make ends meet. It'd be really cool to see you find a new path to combine your skills and business together and I really do wish you the best of luck.
 

Mrs. BRKb

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I'll be eager to see how all this evolves for you!

This woman is not focused on digital art per se, but she is the Art Biz Coach helping artists increase their revenue. Makes some good points on her blog, and has a book out.
 
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splok

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The exception is where a project is developed for a small studio (better profit share) and then the product is a success. Thus is the example with Journey. He also worked on Flower for the same company.

The concept artist/art director for Journey, Matt Nava became a millionaire after the game's success, this is evidenced by his listing in Forbes' 30 under 30.

Not sure about the personal wealth of all involved, but:


A small game studio where you're one of the founders/early members is certainly one way to do it, but the same can be said for almost any startup that could benefit from having an artist on-board. If you're not particularly passionate about games, I'll suggest that a different line of business would likely have much higher chances of success.
 

splok

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I was rushed earlier, but I wanted to pop back in for a couple of other points:

became a millionaire after the game's success, this is evidenced by his listing in Forbes' 30 under 30.

Having had a chance to look through that list, I wouldn't take anyone's inclusion on it as any evidence of financial success. Most of the game developers are just employees.


I've been brainstorming ideas as to how an artist could create a product or service that wouldn't require them to art-slave for studio or work for 'set rates'.
...
singular (or small team) of digital artists

I realize the value of doing the brainstorming, but it seems like you're setting up a false (or at least a strange) dichotomy. It may be hard to find single artists generating huge wealth, but then you could probably say the same thing about most professions. Most businesses succeed by bringing together people that are good at different things. You don't have to be an "art-slave" to work with people who aren't artists. Found a small company with a few people with complimentary skill-sets and you'll be no more an art-slave than the other guys are code-monkies or whatever.
 

Lexauton

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I was rushed earlier, but I wanted to pop back in for a couple of other points:



Having had a chance to look through that list, I wouldn't take anyone's inclusion on it as any evidence of financial success. Most of the game developers are just employees.




I realize the value of doing the brainstorming, but it seems like you're setting up a false (or at least a strange) dichotomy. It may be hard to find single artists generating huge wealth, but then you could probably say the same thing about most professions. Most businesses succeed by bringing together people that are good at different things. You don't have to be an "art-slave" to work with people who aren't artists. Found a small company with a few people with complimentary skill-sets and you'll be no more an art-slave than the other guys are code-monkies or whatever.

Very poignant points-- I believe that nothing of great volition is ever done alone. It takes a team to conjure up beautiful and marketable projects to reach out and impact the masses.

It's also no secret that on almost any given project there are going to be points wherein it seems like they're going to fail entirely. I'm glad they were able to pull Journey back from the brink, and while it did drain the company financially, it still brought a massive vision to the surface. They made their money back, and now they aim to push beyond their previous barriers (PS3 exclusivity being one of the biggest)

It's all part of the game, I guess that dreaming of doing it alone is simply counter-productive in most cases. While it is possible to utilize digital art to amass millions, the bottom line is that one must generate an IP, and depending on the nature of that Intellectual property, one is certain to need more than just themselves.

Going with what Stef_H suggested, I feel it's a good backing to become a problem solver in one's industry, working with clients and gaining experience. This permits one to not only take note of pain points or service gaps, but increase personal levels of proficiency and efficacy, as well as network.

At some point it's probably best to start that small studio and start taking people on to let those skill sets coalesce into a project that everyone's working toward.

Now that these valuable perspectives have been laid out so readily, it's easy to gather a much clearer mental picture of how to attain financial freedom through digital and collaborative means.

Thanks for the contributions thus far everyone! Even the simple words of encouragement mean a lot. I'll keep adding to this thread in terms of resources and the like!
 
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D

DeletedUser12

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Having spent nearly 15 years in the film / video business, I am about ready to give it up in terms of making money. I have witnessed millionaires being made, but these were the exceptions, not the rules. One of my most successful friends has never been able to even approach repeating his first success — actually he's lost (someone's) money on every project since his success because people keep thinking he's going to catch lighting in a bottle again.

Respect has also been lost for a lot of what I do, which is mainly editing now. It used to be considered an art, now everyone with a computer is an 'editor' and it goes to the lowest bidder. Now I'm just trying to scrap by on elance / odesk (which the going rate seems to be about $4/hr for an editor) until I find other income streams.
 

Lexauton

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Having spent nearly 15 years in the film / video business, I am about ready to give it up in terms of making money. I have witnessed millionaires being made, but these were the exceptions, not the rules. One of my most successful friends has never been able to even approach repeating his first success — actually he's lost (someone's) money on every project since his success because people keep thinking he's going to catch lighting in a bottle again.

Respect has also been lost for a lot of what I do, which is mainly editing now. It used to be considered an art, now everyone with a computer is an 'editor' and it goes to the lowest bidder. Now I'm just trying to scrap by on elance / odesk (which the going rate seems to be about $4/hr for an editor) until I find other income streams.

I understand that you're finding examples of what didn't work, and reinforcing those examples with the number of years that you've been observing them.

Truth be told, whenever you're working for someone else, Johnny, they will always dictate your pay. Also, if you're only involved in the editing, that's a niche. Editors are only paid so much for what it is they do, unless they're providing massive amounts of value.

As opposed to simply editing, why not take your 15 years of experience (and 15-year network) and found a studio where you run the business as the lead editor? clients will work with you (and pay you heaping sums of money) to cut together their films and videos. Once you have enough, work on in house projects (aimed at providing value to your audience) whilst your team continues to bang out client work.

Have you tried looking into the latest and greatest trends of the film/video industry? following the people who are winning? Not the one-shots. I'm talking about the ones who continue to film, cut, and produce gold. Take their methods and follow suit.

Yes, this is all easier said than done, but it's either come up or remain where you are. Fund your goals and ambitions, provide as much value in the industry as you can. It all starts with a shift in your mentality, and not by focusing solely on the failures or pitfalls. Avoid them, but don't stand at the edge staring in. There are billions in the industry in which you currently sit, get up and access them.

Best of luck though, man. let me know if you need someone to throw ideas for execution off of.
 

Gymjunkie

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It's definitely a sad truth that most creatives don't get paid enough. But it's their own fault mostly. I've now worked in 3 creative industries and common thread is that art is pure and marketing/selling is bad. You're a sellout if you do so. Seen it in music, writing and graphic design. Least in graphic design but super common in other two. So people won't even start to learn business, it's supposedly below them.. S no wonder they can't do it..

I've been freelancing for a year now as graphic designer and I've specialised in book cover design for some genres. Starting to see nice money and I'm starting to think graphic design might be the best work ever. You can work 80hrs a month and earn around 3000 dollars. Which is plenty if you're smart. And if you work more, even more money will come. Yeah it's not Fastlane but its a good job to have. All you need is your laptop and pen/paper etc and you can work from anywhere.

How to make it Fastlane? Well, I think there will definitely be artists doing 5 or 6 figures month selling prints. Limited edition sets, done once but sold many times (50 or 100). Doesn't have to be fine arts, there are ton of posters on Deviantart or Behance I'd buy to collect. Then there marketplaces like GraphicRiver.net where you can sell a poster for concert many times over, or sell magazine layout template, or textures, or brushes etc upload once, sell many times. You just need to build up a name and that will be getting Fastlane.

Anyway, I'd love to learn more as I'd love to create a site/community for designers and help them make 1000+month from their art. That would be awesome stuff. If there are sites like it (besides sites for general freelancers etc) I'd love to learn more of them.
 
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GuestUser201

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It's definitely a sad truth that most creatives don't get paid enough. But it's their own fault mostly. I've now worked in 3 creative industries and common thread is that art is pure and marketing/selling is bad. You're a sellout if you do so. Seen it in music, writing and graphic design. Least in graphic design but super common in other two. So people won't even start to learn business, it's supposedly below them.. S no wonder they can't do it..

I've been freelancing for a year now as graphic designer and I've specialised in book cover design for some genres. Starting to see nice money and I'm starting to think graphic design might be the best work ever. You can work 80hrs a month and earn around 3000 dollars. Which is plenty if you're smart. And if you work more, even more money will come. Yeah it's not Fastlane but its a good job to have. All you need is your laptop and pen/paper etc and you can work from anywhere.

How to make it Fastlane? Well, I think there will definitely be artists doing 5 or 6 figures month selling prints. Limited edition sets, done once but sold many times (50 or 100). Doesn't have to be fine arts, there are ton of posters on Deviantart or Behance I'd buy to collect. Then there marketplaces like GraphicRiver.net where you can sell a poster for concert many times over, or sell magazine layout template, or textures, or brushes etc upload once, sell many times. You just need to build up a name and that will be getting Fastlane.

Anyway, I'd love to learn more as I'd love to create a site/community for designers and help them make 1000+month from their art. That would be awesome stuff. If there are sites like it (besides sites for general freelancers etc) I'd love to learn more of them.

Yep, heard the same thing. I come from a digital artist background (3D art for games, Illustration, and Concept Art.)

A lot of my artist friends aren't in it for the money. They let themselves get shafted by companies and won't even consider doing something entrepreneurial with their art skills such as doing art education, or creating their very own book or series of illustrations because it's considered "selling out". Some of them are happy, while others are flat out depressed because the money sucks unless you've really established a name for yourself (which requires you to market and sell yourself!) Some put up with the poor pay because they really enjoy doing art for money, and others really have no choice but to stick with it because a career change isn't possible. The games and art industry is a really vicious place, not only because its saturated but because companies will take advantage of that over-saturation. Artists are expendable for most big studios.

Not all artists are like this, but I'd say a HUGE majority of them have this mindset where selling yourself is considered sleazy and that you shouldn't do it.

OP, I wish you luck, there is definitely a huge influx of new artists coming into the industry with a big enough demand for art education, but good luck selling to people who have no money.

EDIT: Sorry, I didn't realize I just revived a dead thread.
 
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