Developer Basics: The Art Brief

I got asked by William Patrick Peña about Art Briefs on Twitter today, and I realized it’s a topic I’ve never talked about much. It falls in the same kind of category as my “Writing Basics” line of articles for ttRPG creators…except writers aren’t normally asked to write art briefs for their work. There are exceptions of course (ranging from one-person shops to small groups that want to divide the workload to companies that just do things differently), but in my experience most often an art brief is created by a developer, art director, graphic designer, publisher, producer, or content editor (depending a lot on how work is divided and what titles are used for what roles within a company).

So I’m calling this a “Developer Basics” article, though I’m still tagging it as Writing Basics in the blog categories and tags.

I don’t have a LOT of advice on this topic – it really is an area where doing is the best form of learning. But I do have a few, so here they are.

First, the what.

An art brief, also sometimes called an art order, art description, or graphics order, is a written description of non-text elements needed for a book. This is very likely to include the cover art, and interior illustrations of various sizes (often broken down as full-page, half-page, quarter-page, and spot art… but not always).

Second, WHOEVER you are doing art briefs for, ask how they write them, see if you can get some examples, and follow their lead. This may be as specific as format (I have done art orders in Word, Google Docs, Excel, Discord, Asana, Slack, Basecamp, and even a few forms of proprietary software designed specifically to receive art briefs). There may be rules about the budget, where are can come from (which is often handled by an art director rather than a developer… but not always), how much you can fit into a size of art (such as requiring quarter-pagers to be just a single figure with absolutely no background, or spot art to only be a single object such as one piece of equipment, or one distant shot of a simple building like a tower). There may be rules about orientation (landscape vs portrait, specific proportions, the need for a border that can potentially be cut or obscured, and so on). No one will thank you for deviating from a publisher’s format without prior approval.

Third, be aware an art brief may or may not include map sketches. While almost no one expects a writer or developer to be able to create a print-ready quality map (although some incredibly talents devs, myself very much not included, are capable of doing so), professional cartographers won’t put *anything* on a map unless it is clearly marked. If you want wrecked cars in a street, they need to be on the sketch and be clearly marked what they are. If you want them to be different types of cars, you need to say so. Trap doors, wood vs stone textures, rugs, chairs — it all needs to be clearly marked on a map sketch.

The timing of an art brief can also vary wildly by company. Some want art briefs done before writing is even finished on a manuscript, because art can take a lot of time to get in, and the publisher wants time for revisions. Others prefer for the final layout to be done or near-done, so it’s easy to see what pages need art, and what size and shape they need.

Be aware that not every artist has English as a first language, Avoid idioms and euphemisms if possible. These aren’t always obvious. I was once shown a piece of art that came from an art brief for a “man-eating tree.” It was a man, sitting in a forest, with a fork and knife, eating a tree.

Think about how posture, accessories, and form may impact the shape and space of a piece of art. A single figure in a quarter-page illustration of a woman with a rapier may seem simple enough, but if the woman is doing a drop-thrust with a rapier at full extension, she’s going to take up a lot more room.

Keep track in a written, searchable format of choices about gender representation, ethnicity, body type, age, and other factors. It’s up to you to decide if you want all your men to be heroic warriors and all your women to be scantily-dressed seductress witches (don’t do that, by the way), but it’s super-easy to not notice a trend unless you have these factors written down. And if you ever think you might have to fight for a decision that’s important to you, being able to point out that out of 27 character illos in a book you only made one obese, bespectacled, and bald can be useful ammunition.

Be aware that artists will generally default to what they are asked for most often if you don’t specify otherwise. If you don’t specify an ethnicity, they’ll be Caucasian. If you say they should be “brown,” they’ll be tan Caucasians. If you don’t specify body type, they’ll be fit and attractive. And if you don’t call out in the strongest terms that a woman should be illustrated with “no skin showing other than on her face, neck, and hands,” (and yes, I evolved that exact language to combat this trend), there’s a really good chance all women will be sexualized, with exposed cleavage and bare thighs.

Art references can help. If I want an estoc, specifically, I need to send the artist a visual example or link to the same. If you want a man to have strong African features and natural hair with a fade, you need to be clear on what that looks like.

Also, if you are doing any hairstyles outside your own personal experience, research them. A lot of hair styles mean something to the cultures they come from. Don’t assign them without some idea what statement you are making to people you are now representing in art.

Similarly, keep track of and think about the message your art sends. If all goblins are barefoot and have bones in their hair, you are presenting them as both uncivilized, and tied to racist caricatures of African natives. Don’t do that. Also, don’t pick an ethnicity or culture and make them exclusive to the visual style of your villains and evil cults. Yes, this is a lot of things to keep in mind while trying to describe the visuals for a imaginary world. but representation matters, normalization matters, and the message you are sending in visual form to people in different groups?

It matters.

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All my articles are possible due to support from my patrons, and many are suggested by those patrons! If you want to encourage more writing basics articles, or just stick some money in a tip jar, check out my Patreon!

ADDED CONTENT!
The following are art brief tips by veteran developer AND artist, Stan!

Art Brief Tips:

• Come up with a CONCEPT for the piece rather than trying to imagine exactly what it should look like.

• A piece of art is a snapshot of a single moment, not a flowing scene of actions and results.

• Keep the description as short as possible. A sentence or two if possible.

• Include only the details that are NECESSARY. The artist can’t tell the difference between a key element and a “colorful addition.”

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About Owen K.C. Stephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is a full-time ttRPG Writer, designer, developer, publisher, and consultant. He's the publisher for Rogue Genius Games, and has served as the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the Editor-in-Chief for Evil Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps. He has a Pateon which supports his online work. You can find it at https://www.patreon.com/OwenKCStephens

Posted on November 17, 2022, in Business of Games, Writing Basics and tagged , , , . Bookmark the permalink. Leave a comment.

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