I don't know if this will turn into a new career or is a daydreaming/"grass is greener over there" situation.
Either way, the same advice-
Set deadlines and build a thing.
Finish it, learn from it and then, if you're still engaged, make more.
It's that easy and that hard.
We all want to make our first attempt at something a soaring success. Doing research and getting advice before you start is a natural part of that.
But, in the end, you still have to make the thing for yourself and learn from that process.
And, here's a really crucial point - it is 100% okay to make stuff for FUN. Not every creative endeavor has to be a career in the making.
You can cook fancy food without wanting to be a chef.
You can sing because it brings you joy, not because you want to be in a band.
That goes for art as well. Draw, paint, make comics, animate or whatever else because it's a new skill and a good use of your time no matter what your end goals might be.
It doesn't have to be monetized to be valid.
It doesn't have to be pro quality to be worthy.
BUT - have your eyes open and be aware of what the work is or isn't.
If it's a hobby then don't expect a publisher to suddenly throw money at you unless the work stands well beside the other projects they publish.
If it's not pro quality, don't build up the same expectations.
I really like going out for karaoke (and damn, do I miss it in this pandemic) but I'm not auditioning for talent shows or expecting that I'm going to be a professional singer.
Deciding to do that would mean adjusting my priorities in a BIG way.
I enjoy singing, cooking and playing video games, but the focal points I've deeply poured my brain/time into are writing stories (mostly for comics), teaching and drawing, with a side hustle knowledge pool of tabletop RPGs and superhero continuity.
That's what works for me.
A lot of this is similar to the advice I first wrote about on my livejournal (hah) back in 2007, reformatted here on my site.
In simplest terms, in order for you to get work doing art for other people, you need a portfolio that grabs attention and gives potential clients a clear path for contacting you.
It's that easy and that difficult.
A portfolio is _not_ just a social media feed or a blog.
It's _not_ a gallery/archive of everything you've ever done.
Focus and clarity are key. Don't make it hard for people to figure out what you do or how they can hire you to do it for them.
An online portfolio is ideally something you control that’s not platform dependent (Twitter, Instagram, Tumblr, etc.)
Social media for showing off work is fine, but they're _not_ a portfolio.
Platforms and tastes change.
Don’t be dependent on one source for your outreach.
Remember six months ago when I mentioned that comic piracy numbers were easily 20x legitimate buyers and it was a real problem?
Sometime yesterday a bunch of other comic pros looked closer, saw the numbers and the cold chill of it really hit.
Yup.
In the early days of online piracy, media that went viral in those channels could benefit from the visibility boost.
Nowadays most of it is rapid consumption that never leads to support. Digital content is quick and disposable. On to the next show, game, comic. Rinse and repeat.
The piracy sites will ask for donations to "support" their efforts, they'll repackage content that's already available for free through legitimate means. It's a relentless stockpile of content they're leveraging to make money because they can.
In no particular order:
- A young audience hungry for unique experiences and looking for personalized entertainment. Tabletop RPGs like #DnD are infinity customizable and don't have to be expensive.
- The game can be dramatic and nuanced, or slapstick-silly. Strategic with minis and grids or highly narrative. You can play with kids or get a group of adults together and be raunchy and "inappropriate". All with the same basic framework and rules.
I've posted up examples of student work from the first year Animation Layout & Design class I teach at @SenecaCollege (like these Kitchen scenes attached here), but that doesn't really give you the scope of what one of these final drawings entail.
Let me show you-
Each of these scenes starts with coming up with a concept. We don't just want a basic by-the-numbers kitchen, this should be a specific place with visual elements that help tell our story.
Here's a short write-up example I did for the class.
The next step is gathering visual reference. The internet makes this a breeze, and you can quickly amass a reference folder of furniture, objects, and decorations that will help inspire the final version. These are just a few of the ref pieces I pulled down for this concept.
Artists: Social media presence is great, but make sure you have a curated portfolio site for potential employers to see what you're capable of.
Sketches and progress stuff is fun and worth showing off to fans, but art directors/editors need to see finished work.
It doesn't have to be fancy. Keep it simple:
Organized sections with your latest/best finished work.
Quality over quantity.
Credits for any collaborators where appropriate.
A simple short bio.
An email to contact.
I keep stumbling across artists on social media with vibrant sketches and lots of potential but they don't seem to have finished work or a landing page for their portfolio/contact info.