
Illustration Fall 2016 - Payton
Illustrative Story: Rough
Once I had completed half of my illustrative story, I counted a total of 122 frames.
Before making the final frames, I tested out various GIF programs to see how my current frames would work in an actual sequence.
With that many frames, I was unable to find a program that could process all 122 of them for a GIF. Since I estimated that I would have at least 300 frames in total, I had to limit how many frames to make for the final product.
GIF rough: https://imgflip.com/download_image?idsmall=1fl8pz&ext=gif
Before making the final frames, I tested out various GIF programs to see how my current frames would work in an actual sequence.
With that many frames, I was unable to find a program that could process all 122 of them for a GIF. Since I estimated that I would have at least 300 frames in total, I had to limit how many frames to make for the final product.
GIF rough: https://imgflip.com/download_image?idsmall=1fl8pz&ext=gif
Illustrative Story: Progress
(Distance shot) Created 112 frames total from the top of the slope to the bottom.
(Close-up shot) Created 10 frames total.
Illustrative Story: Project Brief
PROJECT BRIEF
Project Description
Client, Message, Audience
Purpose/Objective
Specifications
Budget
Schedule
Project Description
- Write content and illustrate story via animated GIF
Client, Message, Audience
- Ski Utah
- The thrill of skiing is unknown until you try it out yourself
- Local/traveling skiers
Purpose/Objective
- Gives viewers an idea of what kind of adrenaline rush skiing can give you
- The GIF provides a cliff hanger as to what happens in the end
- They can interpret the outcome however they'd like; crashing in the snow, or successfully landing
Specifications
- 24 frames
- 2048 x 2048 px
- Produced through imgflip.com
Budget
- $2,500
Schedule
- 11/17 - Project launch
- 11/22 - Creative brief due before class
- 11/24 - No class
- 11/29 - Work in class
- 12/1 - Tight illustration due
- 12/6 - Review
- 12/13 - Final Product due (9:30 am)
Reading #4
Working as an Illustrator
In this chapter, it explains the process in which a post Illustrator graduate should take when entering the design world and how to go about their business.
The single cycle of work:
1. Prospecting for work
2. Communicating your product to a potential client
3. Receiving an offer of commission from that client
4. Reading the offer of commission carefully, before quoting the client for the charges of your product, the exact amount of product involved, the legal rights over the product that you are granting to the client or retaining for yourself, and setting out and agreeing to the delivery dates for roughs and final product.
5. Negotiating the counter-demands of the client where necessary, before finally securing the commission. This also involves ensuring that the client provides you with a job number and purchase order number for the commission.
6. Generating the roughs in a suitable location.
7. Delivering the roughs on deadline, listening to and addressing your clients concerns, and agreeing to make amendments to the work wherever necessary.
8. Generating the final artwork in a suitable location.
9. Delivering the final artwork on deadline and in the correct technological and/or physical format(s).
10. Submitting your final invoice to the client, quoting the job number, purchase order number, and your payment terms for the commission.
11. Tracking the payment in relation to the terms stipulated on your invoice and chasing up a late payment wherever necessary.
12. Receiving your final payment from the client, banking this (which should involve retaining a certain proportion of the sum for paying your tax bill at the end of the year), and entering the sum into your accounting system - this is essential for business and tax purposes.
As a new illustrator owning your own business, it is important to follow a standard business plan. One that can be found on the internet and contains the following key elements:
In this chapter, it explains the process in which a post Illustrator graduate should take when entering the design world and how to go about their business.
The single cycle of work:
1. Prospecting for work
2. Communicating your product to a potential client
3. Receiving an offer of commission from that client
4. Reading the offer of commission carefully, before quoting the client for the charges of your product, the exact amount of product involved, the legal rights over the product that you are granting to the client or retaining for yourself, and setting out and agreeing to the delivery dates for roughs and final product.
5. Negotiating the counter-demands of the client where necessary, before finally securing the commission. This also involves ensuring that the client provides you with a job number and purchase order number for the commission.
6. Generating the roughs in a suitable location.
7. Delivering the roughs on deadline, listening to and addressing your clients concerns, and agreeing to make amendments to the work wherever necessary.
8. Generating the final artwork in a suitable location.
9. Delivering the final artwork on deadline and in the correct technological and/or physical format(s).
10. Submitting your final invoice to the client, quoting the job number, purchase order number, and your payment terms for the commission.
11. Tracking the payment in relation to the terms stipulated on your invoice and chasing up a late payment wherever necessary.
12. Receiving your final payment from the client, banking this (which should involve retaining a certain proportion of the sum for paying your tax bill at the end of the year), and entering the sum into your accounting system - this is essential for business and tax purposes.
As a new illustrator owning your own business, it is important to follow a standard business plan. One that can be found on the internet and contains the following key elements:
- An executive summary
- A description of the business opportunity
- Your marketing and sales strategy
- Your management team and personnel
- Your operations
- Your financial forecasts
Some other key elements to consider when starting a self-owned business are:
- Copyrights
- Licenses
- Moral rights
- Your market and competitors
- Your target customer
- Marketing and sales
- A website and/or physical portfolio
- Promotional material
- Selling over the phone and/or email
- Face-to-face meetings with clients
- Exhibitions
- Hiring an agent
- Studio destinations
The last category to sum up the chapter is some final advice for new illustrators:
- Don't work for free
- Don't be afraid to negotiate
- Conduct yourself professionally at your graduation show
- Be tenacious
- Be prepared to stick up for yourself
- Be wary of clients changing your work
- Be efficient
- Be positive
- Be versatile
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