Nov 302009
 

Part of what I do in my freelance work is art direction. As briefly as I can put it, art direction is the process of conceptualizing the art used for a project, then commissioning and coordinating the artists contracted to execute on the concept.

I’m a very email-driven guy — my inbox is my to-do list — and I tend to get pretty wordy when I communicate.  As such, I put a lot of effort into clearly communicating the needs of the project to the artist or artists.  I expect a reciprocal effort on the artist’s part, and when I get it, the artist tends to get my loyalty as a repeat customer, going into my list of “usual suspects” for my subsequent projects.

For example, early on I had the fortune to find Christian N. St. Pierre when I needed art for Spirit of the Century (and the Dresden Files RPG, though that particular art buy turned out to be more than a bit premature).  He delivered quickly, and communicated throughout the process of work.  I didn’t have a lot of art direction experience at the time, but my interactions with Christian formed a lasting basis for how I want to do work.  Later, in working with Hero Games and on other projects, Brett Barkley and Storn Cook (and several others) have also shown this kind of work process.  It’s a good one.

A sidebar: This does mean that my stable of artistic talent tends to grow slowly.  Once I hit a critical mass of artists who are regularly available and rate as usual suspects, there’s not a lot of incentive to reach out for new sources.  All the same, I try to give a chance to one or two artists I haven’t worked with before with each new project, if the project calls for enough art that multiple artists are needed.  If someone knocks this “audition” out of the park, they tend to move onto the usual suspects list.  If they flub this critical first impression, it’s damn likely I won’t come knocking again.  It’s not that there aren’t some good reasons for a flub, and it’s not that I won’t give second chances on occasion, but to be frank about it there is a greater supply of artists out there than there is demand for art, and my usual suspects methodology doesn’t provide a lot of openings for bringing in new folk.

So as an artist interested in getting more work, you should always keep loyalty-building in mind.  Even an artist who doesn’t execute the most technically correct or excellent work can get repeat work by showing a strong loyalty-building work ethic.  With loyalty building as the goal, I’m going to dig a few simple principles for building it in the art director/artist relationship.

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Nov 252009
 

This is a continuation of yesterday’s post about Shock:, which was itself a continuation of the one about Vernor Vinge’s writing.

So, Diaspora.

(First off, let me note that Diaspora is normally available only through Lulu.com, but Lulu screwed the pooch recently and the title isn’t currently listed. As soon as it’s back, you want to get yourself a copy.  No, it’s not available in PDF yet (and probably not for some time).  I may talk more about that publication of Diaspora some other time, but that’s enough about that for now.)

Diaspora is hard science fiction storytelling built on top of Fate.  (As it so happens, I know a little about Fate!)  At first blush, that’s a weird fit.  As a gaming chassis, Fate can give you plenty of detail to work with, but generally it’s all about characters and character-driven stuff.  Hard sci fi leaves one thinking that hey, maybe you should instead focus your game system on precise models of physics, concern yourself with resource management in the black depths of space, etc.  Which might be true to a limited extent — and that’s the extent to which Diaspora gives it support.  Diaspora knows how to grab onto the attitude of hard SF without shouldering its baggage as well.  Then it takes a cue from Vernor Vinge (among others) and focuses in on the characters.

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Nov 242009
 

This is a sort-of follow-up to my earlier Vinge post.

I’m the sort of guy who wants to love Shock:, the role-playing game of social science fiction by Joshua A. C. Newman. It has a simple but potent engine for generating Big Ideas for science fiction — “situation” of a sort.  It should get me excited, and the ideas that can come out of the method often do, but the (admittedly) few times I’ve played it the experience has just come out feeling pretty flat.

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Nov 232009
 

I started reading Cheri Priest’s Boneshaker recently.  About 8 or so chapters in, I had to admit it has a well detailed steampunk world, nicely grimy, and focused on an interesting tale of parents and children. But I just wasn’t gripped by it, so for the moment it’s been put aside on my “promising, but I’ll work on it later” pile.  Good stuff, well done, yes, but not grabby.

I’ve been tweeting back and forth with Brad Murray about many things (the Fate game Diaspora that he and three other gents worked on being a big part of it), one of which is our mutual admiration of Vernor Vinge’s novels A Fire Upon the Deep and A Deepness In The Sky.  I am not a hard sci fi sort of guy when it comes down to it, but Vinge’s novels really grabbed me. Yes, there’s bits of science and intriguing speculation flying fast and furious at your face, but he also has a master’s touch in pacing and character.

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Nov 202009
 

Time to start blogging again!

After I discovered Twitter, my blogging in general largely fell by the wayside. Really, I think that’s something that’s good about Twitter, when it comes down to it: like a magnet, it draws away much of the content that really had no business being a blog post in the first place. But I digress.

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