Over the last months I worked on my first proper video game: Factory on a Train. I want to do a full Steam release, and a key part of that is the capsule art for the Steam page.
This article is for you, if you're also an indie dev who wants to find an artist for Steam art, but have no idea where to start, how to find one, how to communicate, and what to expect. I'll share what worked well for me.
I ended up working with Fernando (bravan.art@gmail.com) and his colleague Pebo, who created this stunning piece of art and logo for me!
Check it out on Steam: https://store.steampowered.com/app/4461020/Factory_on_a_Train/
Describe what you want
The more information you can provide, the better. But even a little bit is already a good start. Just like when you're buying a bicycle it's good to know how you will use it, where you'll ride it, how fast you want to go, and if it will need space for cargo. But if you don't have that info or can't find the right words, a "city bike" will already get you started.
You can mix and match the parts below, but the first one is crucial.
I started a document where I first gave a pitch to my game, along with a link to the itch.io prototype. My goal here is to help the artist understand what the game is about, and let them play the demo if they want. The more they dig the game, the better they'll be able to understand things I don't or fail to communicate (I think). Easy option: Copy what you already wrote for your Steam and itch.io page. A screenshot also helps.
The next part was a little sketch. I already had some ideas in mind, and used a ball pen and paper to show what I imagine. This is expected to be rough, and is mainly to help with communicating your idea and maybe get a feel for the layout. Drawing boxes and writing train over it is fine.
After that I included a couple images from other games, and explained what part of that image is a good fit for my game or what I'd like to avoid. Things like "I want this level of chaos in my image" or "I don’t think the happy colors are a good fit". Focus on particular aspects that an artist could change, not on the overall image itself (i.e. I don't like this image).
Finally, I added another section to explain what makes the game fun, and what parts of it are crucial. In my game that's the resources, crafting, and cars. In another game it may be the dice, or coins.
You can find my document here.
Reaching out to artists
This step is essentially searching for artists online, filtering if they've done Steam capsule art, checking if you like their style (and if it's a fit for your game), and then emailing them.
My favourite sources were the howtomarketagame.com spreadsheet and artstation (via Google). Deviantart is supposed to be a good source as well. One artist stood out with their own website. You can also reach out to other devs and ask them who their artist is. It will take a while to understand what you're looking for. Feel free to do a bit of research here and there over the span of a week. No need to rush it.
I would avoid posting on Reddit, as there were just too many bots.
Filter out bots by checking their showcase/portfolio, and only go with artists that have a public one. A Google drive link is a red flag, a link to a personal website or an artstation profile is much better. I don't know why an artist wouldn't put up a public portfolio with their previous work or some showcase work. I don't think you can filter out AI scammers with this though.
Once you have a list of emails, cast a wide net. Ask them if they're open for work, and whether they're interested in working on your project. Also ask them for a price upfront. All credible artists that I reached out to shared this in one form or another.
Here's a template you can use:
Hi <name>,
I found you through <source> and your capsule art for <game they worked on> stood out to me.
Please let me know if you're open for work, and if the attached PDF gives you enough information for a quote.
Best,
<name>
Here are some artists that I reached out to:
- Fernando: bravan.art@gmail.com (my pick)
- Cleiton: cv4rte@gmail.com
- Patryk: patryk@deadpix.com (check their website!)
- Stratos: info@twinscreativestudio.com
- Riccardo: riccardo.tab.varisco@gmail.com
- Rasmus: Rasmuskromandmogensen@gmail.com
Picking an artist
After a few days, you probably have a few responses. Some may not be open for work, some may not be interested, but most of them will probably have seen your pitch and given you a rough price.
If they haven't given you the following information yet, you probably want to send a follow-up mail. A few rounds of back and forth before agreeing to work is totally normal.
- Feedback rounds: How many rounds of feedback do they suggest? In my case it was three rounds, and we could skip a a good chunk of the first round due to my sketch. This lets you give major feedback early on when it's cheap to change, and you see the progress which you're unlikely to see with AI slop.
- Payment structure: Do they accept a 50% upfront and 50% on delivery payment structure or similar? I think that's a good setup if you're working with an artist for the first time.
- Price: Are you comfortable with the price and does it look reasonable compared with other quotes? If you're not ready to spend that amount yet, it's okay to make your own art and ask the artist if they're okay with you reaching out again later in development.
- Timeline: How soon do you need the work to be completed? If you don't have a strict date, I'd suggest setting a range of 4-6 weeks.
- Deliverables: Ask them what deliverables they'll provide. You're commissioning them for one main picture, but they also export various formats e.g. for the library header, the thumbnail, etc. which is easy for them but will be much more challenging for you if you do that for the first time. Also having the raw .psd files is important, as it will allow you to make minor changes, or work with other artists in the future without having to start from scratch. The .psd file(s) with their layers will also be key to you knowing that it's not just AI slop.
From here it's a lot about what you're comfortable with, who you feel will be great to work with, and what other nuances you notice. Ask them any questions you already have, but don't expect them to start working on the project until the first payment is done.
Filter out aggressively and don't leave the other side hanging. Here's a template to let them know that you'll continue with another artist.
Hi,
Thank you for your patience! I am moving ahead with another artist, but will remember you for future projects.
Best,
<name>
Kickoff
Congratulations! You now probably have an artist that you want to work with.
They'll let you know what payment options they accept, and you can pick the one you feel most safe with. I felt safe with payment through wise.com, and would avoid any type of crypto. You can still quit here if you're not comfortable, and reach out to an artist that you previously rejected.
Good luck, and all the best with your project. Remember to give the as much feedback as early as possible, and ask them what feedback they need. Focus on individual aspects, what you like/dislike about a certain thing, and what you want instead. Instead of saying "this is bad" say "the colors look cozy to me, but I'm opting for a post-apocalyptic rough style". Just like a bike mechanic will find it easier to help you if tell them that your bike has a flat tire, instead of saying "the bike is broken".