How to Manage Artists on a Board Game Project

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Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the seventeenth of a 19-part suite on board game design and development.

Artists are some of the most important people you will work with when you’re creating a game. Making sure they are happy and understand the needs of your project is critical to your game’s success. To help understand this subject, I’ve brought in both Sean Fallon of Smunchy Games and James Masino, who did the art for War Co. and Highways & Byways.

Artwork by James Masino for my first game, War Co.

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This guide comes in six parts:

  • Law & Contracts
  • Setting Timelines
  • Lines of Communication
  • Establishing a Workflow
  • When Things Go Wrong
  • Parting Advice

Below is a transcript of our conversation over Discord DMs. It has been lightly edited for clarity and flow.


Law & Contracts

Brandon: Before you start working on a project, what do you need to do to define the legal relationship between clients and artists?

James: Hey you two! It really comes down to the working relationship: how well you get along with the client, understanding what they’re looking for, the project, their story, and the contract. The contract is a rulebook for what can and cannot be done as well as a guide for what to expect and when. My contract’s template can fit virtually any client, so my legal relationship generally will always protect me and the client’s paid-for work. That way I can focus on the actual project without communication obstacles.

Sean: Hey guys! Typically, what I will do to define a legal relationship between an artist and myself is I will initially use a contract template and then alter it to fit the needs required. In some very specific cases, I will pass the contract written along to a lawyer and have them read through some of the clauses, or add clauses that will protect both myself and the artist from getting hit with any type of legal action.

Brandon: James, what you said was interesting: before you even start the project and get a contract going, you make sure you’re comfortable with the client and the work itself. That helps protect you from getting into an ironclad contract on a nightmare project.

Both of you use contract templates, so that’s an interesting similarity. You’ve got 90% of the contract ready before you get started, swapping out a few clauses as needed – names, payment schedules, the project timeline.

Brandon: Where did you find your templates?

James: Yeah, I personally believe in trying my best to work on projects that I can put my heart into, but ultimately, the working relationship is so important because I need it to correctly interpret the client’s vision. I want to see how they’re seeing their own project, and from that I can help synthesize it through that artistic lens. Thanks to that, I rarely have ever had a miscommunication or a problem, it comes down to just being on the same page.

As for my contract template, I wrote it myself as I do with all contracts that I need. To develop specifically my art contract, for example, it took my own experiences, and huge amount of research on freelance contracts, common procedures, and industry horror stories to make sure I was covering all the points!

Sean: For most of my templates I will pull them from something like Legalzoom as I know they’ve been looked over by a lawyer, but there have been times where I will find templates online, alter them, and then get them approved.

As a publisher and a game designer, I always want to make sure my bases are covered, and I feel like that’s really the best way to do it. However, there have been times where a contract has been completely redone and altered, so that it’s really no longer recognizable with lawyer jargon because of the agreement between myself and the artist.

James, that’s great too, as we’ve all had some of those industry horror stories, and I think that’s why I do what I do too.

James: Absolutely, I haven’t gone as far as getting them reviewed by a third party, but I make sure to use generally accepted procedures and extremely clear language. I’ve done the same for signing members of my production crew and actors for the short film work I’ve done. A contract is almost a reiteration of the non-spoken portion of all agreements along with that general defining rule set. Honestly, they’re kind of fun to put together since you can fully explain every part of it if the other party has specific questions.

I always have said if I started working with multiple artists on larger contracts, then I’d have things looked over since so much more could go wrong.

Setting Timelines

Brandon: Because art is complicated to create, how can you set realistic timelines?

James: This is actually a funny one. My contract actually states that the client is responsible for creating a schedule that works with mine, but not once has anybody had a strict enough schedule to justify really enforcing a weekly turn around. I always try to make sure that there still is a weekly turnaround, but sometimes I’ve found myself waiting for information to get started. So then I just kind of default to the general rule of making sure that the art is delivered within the contract’s timeframe and consistently throughout, and only extend it if the artwork needs it for additional quality control purposes, or we literally have had a breakthrough in art style that works much better. Brandon, you do a great job of sticking to time frames, but in both of the games we’ve worked on, I’ve figured out something that’s worked better later down the line and we’ve had to go in and make those corrections.

Brandon: And those corrections have always been worth it.

Sean: Yeah, and honestly, I never set a weekly schedule for the artists that work with me. I feel like it’s unnecessary and can actually add a lot of pointless stress. I always do 2 – 4 week deadlines for any artist I work with.

“Everyone is human.” I operate on that very simple rule. What I mean by that is I make sure the deadline is realistic, but I also want to take into consideration that some things in life happen, and time is needed to make sure those things get sorted out. Now if that goes beyond four weeks, I start giving grace periods but expect more communication with the artist than usual.

Brandon: I know that James and I have just set general checkpoints with flexibility. Neither of us are deeply concerned with meeting these checkpoints, as long as the final deadlines are met – and they are. The checkpoints are just for estimating. In Sean’s case, with artists you don’t know as well, 2-4 week deadlines seem like a better system – frequent deliverables but with the flexibility to help deal with unexpectedly difficult work, emergencies, and just life in general.

Once you start pushing deadlines – either getting really close to them or exceeding them – frequent communication becomes key.

Lines of Communication

Brandon: Speaking of which, what is the best way to keep in touch with your artist or team of artists?

Sean: That’s a great question. I use two forms of communication: email and then some form of instant messaging. For instant messaging, I prefer tools such as Discord or Skype, and I will only use Discord or Skype for quick communication and going back and forth with the artist. Emails, however, are primarily used for transactions and descriptions. This makes it easier for both parties to keep track of what is happening 🙂

James: I think what Sean said above about 2-4 week deadlines is really efficient, because I know a lot of freelance artists might have a day job, are in school, or are juggling multiple projects. That’s a really good system that I haven’t had outlined by an employer just yet. As somebody who is being trained in animation as well, I expected more of that one week or less turnaround when I started doing work like this and was actually surprised. The whole animation industry, in general, is very high velocity with deadlines.

Sean and I have the exact same system for communication. Email works the best for business communication overall, quick messaging for everything else.

Brandon: So you both tend to use IM tools like Discord, Slack, or Skype for basic conversation and email for stuff like financial transactions. That makes a lot of sense to me.

Though I will point out that we’re three millennial men in our 20s. Many others may prefer different communication methods. The basic throughline here is that you use fast tools of communication for day-to-day stuff and slower tools for formal information like contracts and payments.

Establishing a Workflow

Brandon: On that same note, how do artists and their clients establish a workflow?

Sean: This one’s interesting because every artist and client is different. I personally like to get a feel for their process first and will ask a lot of questions that revolve around their workflow. Then I dissect my workflow and see if we can meet in the middle.

More often than not though, my flow is typically very similar to most artists. I will loosely outline something in the contract, if either party feels this is necessary or put in key pieces. Sometimes, though, that workflow has been known to change because we found a better way to do it, so being open and flexible is pretty important too.

Brandon: I’m sure it also depends on the client’s level of technical expertise and willingness to tweak files, too. I personally like everything in layers so I can get art earlier in the development process than most people.

James: Strangely, in most of the contracts I’ve had, workflow boils down to just sending complete files. Brandon, our last project was the first time I started organizing PSDs substantially so my client could continue working and testing the end product, which I thought was a great system for collaboration. Otherwise, it just relies on me hitting a bullseye for the client. That can be fun, but I’m hoarding all that fun. Sean is correct, though, in that everybody is different and has their unique workflows, I know my workflow is very different than a lot of other artists that I know in coming up with concepts, for example, and trying different methods I haven’t touched before just to help brainstorm.

When Things Go Wrong

Brandon: What do you do if something goes wrong – such as a breach of contract, missed deadlines, an MIA artist, or low quality work?

Sean: Thankfully, I’ve never had an artist truly breach a contract and I haven’t had an artist miss any massive deadlines, but I have definitely had an artist go MIA.

In situations like that, it really depends upon the agreement. If they were meant to fulfill the life of the project, and have gone MIA in the middle of it, then yes, I would pursue some kind of action if they were found. However, usually when an artist goes MIA, doing that isn’t my number one priority. My number one priority is finding a replacement with the same art style.

If I hear nothing from that artist after 6 months, I will either write an email to them stating that the contract is terminated, but if they so happen to be found again, they will be made aware of the situation by leaving me hanging with no communication whatsoever. That could lead to consequences, depending on the situation. I don’t like doing that, but again, it really depends on how large of an issue them going MIA was.

Regardless, the hunt to find a replacement artist would be underway.

Sean: Now, low quality artwork, that is a very big deal and can be a very big issue. If I don’t receive consistency which will set the level of quality, then I will discuss the issue with the artist and I will either ask the artist to recreate the art piece or I will ask for a refund.

This sounds a little intense, but the truth of the matter is, is that, yes, there were hours invested in the art piece, but the outcome promised was not delivered. Therefore, the artist will either add more time to fix the situation or eat the wasted time and deliver the refund.

I’ve only had to ever deal with this once, which is great, and by golly, it was a very tough situation. Artists provide a service, just like anyone else, and the quality promised must be the quality delivered. Otherwise, their prices need to change.

Overall, though, most of the artists I’ve worked with are very professional and I rarely run into this issue.

James: I’ve had experiences where a client doesn’t send payment once the artwork is complete, but I’ve never really worried in those situations because they were with clients that I have worked with for a long time, so there was no question on whether or not they would. Any client that is new always gets artwork previews with watermarks until payment happens. But, honestly, if a client did stiff me as an artist, especially if they were a larger entity, it’s really hard for me to do anything. I have the contract that keeps me safe, but there’s legal work, and potential fees associated with that. It’s better to just avoid any scenario like it by working with people you just have good chemistry with right from the start.

As for a missed deadline, I know I’ve had schoolwork set me back behind deadlines multiple times. Luckily, since I usually do have a solid turnaround, it doesn’t impact the project. So far I’ve never missed a deadline for an actual printing date, or something very serious either. They’ve all been based on my own word of mouth schedule.

Parting Advice

Brandon: Any last words of wisdom from either of you?

Sean: As far as the parting piece of advice, the client needs to build a relationship with the artist, and the artist needs to build a relationship with the client. You need precise and clear communication as well as a prominent vision moving forward in that business relationship. If you can establish that, the end result will be pretty incredible.

And incredibly it really will be. This is some of the art from Sean’s game, Paths: World of Adia.

James: Advice for working past hurdles in general and preventing things that could destroy the project and get everybody hurt in the end? It all boils down to solid communication. Your client or your artist needs to be your teammate all the way through, and that’s the only way you’re going to achieve quality work and an outstanding product.

Brandon: Very good answers. Thank you both very much – I’m excited to share this on the blog!


Managing artists can be a complex affair at times. Artwork is highly subjective and difficult to describe, so communication between the client and the artist is absolutely critical. There are a few things you can do to make sure you get great art, though. Look for an excellent artist with whom you get along, communicate back and forth frequently about what you’re looking for, establish timelines and workflow, protect everybody involved with a contract, and be ready in case something goes wrong.

Do you have any questions about commissioning artwork or managing artists? Let me know in the comments 😀





How to Find Artists for Your Board Game

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Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the sixteenth of a 19-part suite on board game design and development.

One of the trickiest parts of self-publishing a board game can be finding good artists. It involves a mix of searching, managing, and writing good requirements. Because it can be difficult to do right, I’ve brought in Sean Fallon of Smunchy Games. He’s behind Rift Shifters and Paths. You may remember him from How To Design the Rules of Your Board Game and How To Play-Test the Rules of Your Board Game.

Akkenta the Tuskaar Necromancer, a playable character in Paths: Temple of Ukro’Raah by Smunchy Games.

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This guide comes in five parts:

  • Sean & Artists
  • Finding Artists
  • Reaching Out to Artists
  • Getting Started with an Artist
  • Parting Advice

Below is a transcript of our conversation over Discord DMs. It has been lightly edited for clarity and flow.


Sean & Artists

Brandon: Thanks for coming back for another interview!

Brandon: Before we get started, what has been your experience so far with finding artists?

Sean: Thanks, Brandon! It’s great being back!

Sean: I have been working with artists for roughly 13 years now off and on in many different industries. From comics and graphic novels to books, video games, marketing, and now tabletop games.

Brandon: That’s a lot of different projects over a lot of different forms of media.

Brandon: What do you need to do before even looking for an artist at all?

Sean: The designer in me wants to say it depends, and the publisher side of me wants to say you need a well-developed game, money, specs, and a long-term plan. The reason why those two types of thoughts are different is that it really depends on how you’re approaching your game. If you’re a designer seeking a publisher, you will essentially need a solid prototype, a great sales sheet, and an awesome pitch.

Sean: However, if you are a publisher or publishing independently, you want to make sure your game is well-developed and have money, specs, and a long-term plan. The game doesn’t need to be finalized, but the basics should be pretty ironed out for what you’re trying to create.

Sean: Have I not followed this exactly in the past? It’s true. Sometimes I don’t even have the basics of a game ironed out, and there is a very specific reason for that. Your theme is that critical in order to nail down some concepts first, before diving into game mechanics.

Brandon: The closer to completion of the core game you are, the better. That said, I got an early start on Byways art, so maybe I don’t even follow my own advice 😉

Brandon: I’d say any time you’ve got good, stable specs that won’t change much is good.

I started getting Highways & Byways art as soon as the map was done. I was still designing Event Cards.

Finding Artists

Brandon: How do you go about finding artists?

Sean: Great question! I will usually start my search on DeviantArt in the job forums. There are many great undiscovered artists there, and those artists definitely deserve a chance to prove themselves. I will also use another website called ArtStation. Granted, ArtStation has a much better UI, but I typically won’t post there for jobs, unlike DeviantArt. On ArtStation I will message the artist directly, but finding an artist going one by one through profiles can be extremely time-consuming. Still, I feel it’s worth it in the end if you’ve found the right artist that fits your needs and is willing to work with you and your budget.

Brandon: How do you know which artists to reach out to?

Sean: The short answer is you don’t. Not exactly anyway.

Sean: The long answer to that question is you don’t know exactly which artist you should reach out to until you’ve contacted them. The reason for this is because you’re trying to gather as much information from them as you can, while you as the creator are also trying to provide them with as much information as you can about your project to make sure the artist is a good fit.

Sean: Something to consider is this: make sure first and foremost that their style matches the style needed in order to complete the game. Also, make sure that style can easily be replicated if that artist magically disappears where you longer have contact with them. These are two very critical pieces when knowing which artist you should contact.

Brandon: Those are two really important points. Art is tricky since there are so many styles. It’s really important to ask for a sample.

Brandon: And yeah, artists can disappear. Thank goodness that hasn’t happened to me yet. I work with James because he does great art and he’s reliable.

Reaching Out to Artists

Brandon: What do you say when you first make contact?

Sean: Sounds silly but I would definitely start with a greeting such as “hello!” Or “Hey there!” and sound friendly. No one really wants to be greeted with “Dear Mr. Jenkins” – though it’s formal, you need to sound like you’re still part of the gaming culture. This will definitely be recognized.

Sean: From there, I will say something like “Are you open for commissions? If you are open for commission, what are your rates?” I will leave it at that until I receive an answer back from them.

Brandon: Once you receive an affirmative response, how do you start discussing specs, money, and timelines?

When do you bring up timelines? It depends…

Sean: That depends on the response for sure, but I will tell them a little bit about the project and what I’m trying to do. I will then explain my budget. My timeline is a very situational thing because I’m a long-term planner, so I will plan a project for a year or two out. The reason for this is because you have to understand that people are also human and get sick, or life issues come up. Although, I will typically give an artist 2 – 4 weeks to finish an art piece unless we have discussed otherwise, which I’ve been known to give much longer deadlines.

Brandon: So you start bringing it up relatively early just to give them a basic idea of what they’re getting into.

Brandon: I think this is important since the more communication, the better.

Getting Started with an Artist

Brandon: How do you formalize your working relationship with an artist? Do you use a contract? If so, what does that involve?

Sean: I definitely use a contract. You have to when it comes to property and rights, especially if these creations are part of your game. In my contracts, I detail that I own the works of the art, and I’m also able to do anything with them, including commercial use. I make it very clear that any art produced for the game is owned by me. I also allow the artist to put the work they do into their portfolio, as I know being an artist and a designer myself, that’s pretty important for freelance artists to have in order to attract other clients.

Sean: I also detail deadlines, grace periods, how the artist is paid, and pricing in which myself and the artist discussed. I will also detail workflow as most times I require a sketch up front. The reason I require a sketch up front is because even though photobashing is a great technique, it’s also something that artists will pass off as their own illustration. I have a problem with that. Throughout the process, I will request consistent updates and WIPs.

Quick Note from Google: Photobashing is a type of digital illustration in which photos/pieces of photos are manipulated together, sometimes along with digital painting, to create a final piece.

Sean: Now if an artist is photobashing to get down a perspective or something, that’s very different, but more often than not I’ve received images of environments where cars, roads, and modern homes were in images of a fantasy world where none of these existed. Photobashing is a well-respected art and is fantastic when done right.

Sean: However, with all of that said, I believe if photobashing is done right – it can be pretty incredible stuff if the artist has the correct knowledge of lighting, shapes, perspective, material – etc. and if you do happen to hire an artist that uses the photobashing technique and you have a unique material in your game, you should make sure you detail your descriptions and also be upfront with the artist about that because that could actually change their pricing and the contract in general.

Brandon: Yes, absolutely make a few things clear: rights, payment, and timelines are the most important. Then after that, deadlines, grace periods, and specifications. This is one area where you really, really, really need to be detail-oriented.

Brandon: You cannot shortcut this. Read the entire contract.

Parting Advice

Brandon: That’s all the questions I’ve got! Anything else that you think creators should take into consideration before finding and hiring an artist?

Sean: When you’re looking for an artist, remember that building a relationship with them is very important. The thing here to consider is that sometimes artists may have incredible work, or may have impeccable delivery time, but remember that both of you are human. You want to hire someone that you can hire again in the future and really establish an awesome working relationship with.

Brandon: Completely agree. Having an artist you can rely on in the future will save you tons of time, effort, and frustration down the line.

 


As with many areas of board game development, finding artists can seem really difficult at first. By following the advice Sean has shared in this post, I hope that you will be able to find exactly what you’re looking for to finish your project.

Have any questions about finding artists? Let us know in the comments 🙂





How to Create Specs for Your Board Game Artist

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Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the fifteenth of a 19-part suite on board game design and development.

Commissioning art can be one of the most daunting parts of the game development process. I’ve written about How to Find an Artist for Your Board Game, but this time, I thought you’d like hearing from an actual artist! That’s why I’ve brought in James Masino. He is the artist who created everything for my own games, War Co. and Highways & Byways. You may also know him from Polyversal as well.

James Masino’s work from my first game, War Co.

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This guide comes in five parts:

  • Who is James?
  • What general information do artists need?
  • What technical information do artists need?
  • What if something goes wrong?
  • Parting Advice

Below is a transcript of our conversation over Discord DMs. It has been lightly edited for clarity and flow.


Who is James?

Brandon: Thank you very much for agreeing to help me out with this post!

Brandon: Tell me a little about yourself and your projects.

James: I’m James Masino. I am a Freelance Illustrator and a student of Animation at the Savannah College of Art and Design. I’m also a member of the Climate Reality Leadership Corps. Even with those priorities, my projects have a tendency to be all over the spectrum. I’ve produced a few short films with students in SCAD’s Film and Television program, and am also studying programming and UI design in hopes of broadening the scope of media I have access to.

James: I’m also a cat parent to two wonderful kitties.

Brandon: And also the creator of a couple of projects I’m a fan of 😉

What general information do artists need?

Brandon: What kind of information does a game developer need to provide in order for you to create art?

James: Preferably as much as possible! I like knowing as much as I can about a project and the specific content I’m working on. The more I understand, the more likely I’m going to nail the feeling the game developer is looking for. Part of my task as a freelance artist is deciphering what the client is imagining. Clients are not all created equal. Some know exactly what they are looking for and have a great idea of how to communicate it. Others know what they want, and have no idea how to communicate it. Some are completely unsure of what they’re looking for – this is my favorite even though it’s the hardest, because it provides a lot of creative freedom for me to go out and try a very radical idea early on.

Brandon: A lot of the time you find yourself playing by ear. For example, we did a lot of rapid prototyping for the Highways & Byways board on our own project together.

James Masino’s work from my first game, War Co.

What technical information do artists need?

Brandon: Now technical information…that’s probably a different story. What kinds of technical information do you need to do your work? What’s the best way to get all that information across?

James: Technical information is always outlined upfront right in my contract, so it’s the first thing that I talk about with my clients. That way these requirements are always something I can refer to because they never change. Technical requirements are some of the most important figures that I need to make sure the final images can be used in the eventual print media or other final product.

James: The best way to actually communicate it? A list is ideal, because there’s nothing more clear.

Brandon: For clarity’s sake, it sounds like we’re talking about size of images and their intended use.

Brandon: Would you say that also applies to details you need to know for printed work (CMYK palette, rich black vs. standard black, bleed/trim/cut lines)?

James: Absolutely, though my contract doesn’t list every setting. A lot of the time I provide entire flattened Photoshop files to the client anyway, so they can adjust between multiple formats if they’re testing what they’d like to use in the final print.

Brandon: That’s always smart because sometimes finding what somebody wants is guesswork. That, of course, raises another question…

What if something goes wrong?

Brandon: When your work does not match up with what the game developer is expecting, technically or functionally, what is the best way to move forward?

James: I’ve only have had that happen two or three times, believe it or not! And it usually had to do with adjustments for technical requirements that the client didn’t know they needed to have, or it was a suggestion from feedback they received. Like everything here, communication is key to working through what’s not working, and ultimately accomplishing the goal by working together back and forth.

Brandon: I recall actually having to spring a pretty big change on you at the last minute with War Co. as we had to convert to CMYK colors from RGB for printing. Thankfully, that got rolled into some general cleanup you were already doing.

Brandon: The point here remains: good communication makes a big difference. Most things can be fixed by talking about them.

Parting Advice

Brandon: If you had to give one piece of advice to game developers looking to hire artists, what would it be?

James: My advice to game developers looking to hire artists: seek solid work, but look for genuine individuals that you can build a working relationship with. They might still be students and they might be in industries you wouldn’t expect. Trying to find people to crunch out work for real cheap is going to make your product sloppy and ultimately uninspired. Respect an artist like a team member, contract or not, and they’ll go above and beyond for you because they will respect you and the success of the project. You might end up meeting an artist you can rely on for numerous projects down the road!

Brandon: Sage advice. Thank you very much for sharing all this, I look forward to posting it online!


Creating specs for a board game artist is very important, but it is not something that can be prepared for systematically like many of the things we discuss on this blog. The key to having good artwork made is to set clear guidelines at the beginning by discussing the overall project vision and technical requirements. Beyond that, though, the rest of the process will depend on how well you and your artist (or team of artists) communicate.

Communicate often. Communicate clearly. Ask questions. When all else fails, stick to rapid prototyping until you find a rhythm that works for everyone. This is how James and I work, and it has led to some pretty incredible results.

Got any questions about commissioning art? Feel free to ask below 🙂