Showing posts with label freelance. Show all posts
Showing posts with label freelance. Show all posts

Sunday, November 16, 2014

Should Freelance Animators Set Up a Limited Company?


A freelancer at work
Part of our job at Bucks is to teach our students to be working professionals, which includes not only the ability to do excellent work at a high level of professional skill,  but also the ability to run a small business and tackle freelance work. Almost all digital artists take on freelance work of one kind or another, and we help our students out by bringing in small commercial projects at our virtual online studio at nano-films.com, giving our students paid experience on live briefs. Being a freelancer involves learning a lot of new business skills, and one of the most common questions asked by students is: "Do I Need to Set Up a Company before I become a freelancer?" The short answer is "no", but it's not quite as simple as that - it all depends on your personal circumstances.


Render Under Caesar What Is Due To Caesar
Both in the UK and the USA it is very simple to be an independent freelancer. You just start working for clients, send out an invoice, and get paid. At the end of the tax year, you report to the IRS or the Inland Revenue all your income, less your expenses (computers, software, travel expesnes etc) and you pay tax on the difference - which is your profit. It's called being a sole trader, and it is very simple to do. It is the same basic structure for anyone selling a product, whether it is a shop on ebay or a stall at the farmer's market. You don't need to register with the Revenue - you jut start trading.


Setting up a company is different. You have to pay fees to set the company up in the first place, to register it, and also to file annual reports, as well as paying annual corporation tax. It's much more of a hassle than being a sole trader, and there aren't really any tax advantages.

So why set up a company? There are three main reasons:
  1. Because your customers and clients make you. Once you reach a certain size, plenty of companies won't like doing business with a sole trader. They are used to dealing with companies, and they will insist on it. 
  2. Liability. As a sole trader, you are personally liable for everything the company does, down to your last penny.  Most companies are Limited Liability Companies (hence Ltd) which means that if the company goes bust or gets sued - you won't lose your house.
  3. It's the grown-up thing to do. Once you start to grow and employ people, it makes sense to have a formal vehicle for your operations. Sole trader status is convenient, but it only makes sense for small operations of low complexity.
In effect, company status is something that, sooner or later, will likely be forced upon you as you grow. It is one of the perils of success. While you are still small then, you are probably better off being a sole trader, but with size and complexity comes the need for a more formal status.

To see more about the benefits and burdens of setting up a company versus being a sole trader, see this link:  http://www.theguardian.com/small-business-network/2013/sep/12/sole-trader-limited-company-freelances

For more on the experience of studying at Bucks New University, come and visit us at one of our Open Days,  take a virtual tour of one of our animation studios, check out what our students think of our course, and see why we're ranked in the top 12 creative universities in the UK. Find out why we're giving free laptops to all our students, and why we give all our students free access to videos at Lynda.com. Also, see what financial assistance might be available to you. Learn which is better for animation, a PC or a Mac? Get hold of a copy of a map so you can find your way around campus, and learn about motion capture at Bucks.  

Sunday, August 17, 2014

What questions should you ask a client when you start work on your first freelance job?

What questions should you ask a client when you start work on your first freelance job - or indeed any freelance job? It's your job as a professional to keep everything on track and deliver what you promised. All projects start off full of optimism and excitement, but the scope for misunderstanding is great, and the risk of things going wrong is considerable. So it's worth asking the right questions up front, to ensure that the job goes well and your happy client comes back for more. Below is a list of useful questions to get you started.

What does the client have to spend? Image: Wikipedia

What is your budget?
All clients have some kind of idea in their head of what they can afford to spend. A couple of hundred? A few thousand? A million? The answer to this question is the single most important factor in what you can deliver. After all, with animation you get nothing for free. Everything must be made from scratch.

How long should it be?
Many clients, especially those who have never done animation before, struggle to understand just how long it takes to create. Finding out what the client's expectations are of the length of their project is vital. A minute? Two minutes? Half an hour? Find this out as early as possible.

A screenplay. You need one of these

Does the client have a script?
Many clients have no idea what story they want to tell. In this case, part of your job will be to write a script based on their needs. This can be fun, but also frustrating if the client has no idea what they want. But, you must have a script (also known as a screenplay) before you begin, else you are groping in the dark.

What style of animation does the client want?
Does the client have any animation or images in a style that they like? If they don't know, show them some clips from YouTube in styles that you like, or think you can reasonably achieve given the budget you have. Everyone likes Toy Story, but few clients can afford Pixar quality animation. Part of your challenge is to find a style that the client likes and that they can afford.

What is the deadline?
Next week? Next month? By Christmas? And is the deadline in any way flexible? Unrealistic deadlines are often a deal-breaker.

What is the target audience?
Who is it for? Kids? Businessmen? Adults? Teenage boys? This will affect the style of your storytelling and the tone of the film.

Is there a message the client wants to get across? 
What feeling should the audience have after they have finished watching?

Who is directing? Photo: Wikipedia


Who will approve the work?

Ideally, you want to get notes from one person only. It's a common problem to find that the client that you thought was making decisions has a number of bosses that they answer to, and you end up getting notes from multiple people you have never heard of. These notes are often contradictory and tie you up in knots. Try to make sure that one person is in charge, and that person gives you one set of notes.

What is the final output?
What does the client want at the end? A digital file? Film? A DVD? HD? 4K? What aspect ratio? Agree up front exactly what you will deliver. Sometimes clients want editable files so they can tinker with the edit, which can cause all kinds of problems with incompatible software and non-transferable files.

Payment schedule and contract
It's a good idea to agree terms in advance. Money up front? On completion? Half and half? Big clients will have a standard contract, smaller ones may look to you to draft a basic agreement.

Below is a video made for especially for illustrators, presumably by a freelancer who has been burned one too many times.




The basic lesson of course is to agree as much up front as possible, to avoid confusion, misunderstanding and disappointment later on. Problems thrive in dark corners where both parties make assumptions about what will happen in the future.


For more on the experience of studying at Bucks New University, come and visit us at one of our Open Days,  take a virtual tour of one of our animation studios, check out what our students think of our course, and see why we're ranked in the top 12 creative universities in the UK. Find out why we're giving free laptops to all our students, and why we give all our students free access to videos at Lynda.com. Also, see what financial assistance might be available to you. Learn which is better for animation, a PC or a Mac? Get hold of a copy of a map so you can find your way around campus, and learn about motion capture at Bucks. And find out about how our online video tutorials work.




Saturday, August 9, 2014

Should Artists Ever Work For Free?

Scofield Entertainment
Should artists work for free? This is a knotty problem and a subject on which people tend to have strong feelings. Students and graduates do of course often work for free, taking work experience, unpaid jobs or internships which do not pay actual money, but which offer training in the industry and real-world experience of what the world of work is like.

The trouble is, there are many people out there looking for a free lunch. The trick with working for free is to ask yourself what the benefit will be to you, and whether or not it's likely to be worth it in the end. In this very funny 2009 video by Scofield Entertainment, some film-makers have cooked up a very entertaining satire on on the "Work For Free" culture of much digital media today.

The video essentially poses the question: what if the folks asking for free stuff from digital artists were trying to get hold of real world items like food, haircuts and DVDs? How far would it get them?

https://www.youtube.com/watch?v=R2a8TRSgzZY




On a personal note, I have worked for free on many occasions, and I still do. The questions I always ask myself are: do I have the time to do? Is it a good cause? And, if so, is it worth it?

I have done many charity jobs over the years,  some of which have been very rewarding in non-financial ways (I'm doing one now, a design for a invitation for a charity auction). Charity work can be fun, and you tend to meet a lot of great people.

A design for a deckchair for London's Parks
When I was teaching myself story boarding, I did several storyboard jobs for free. Not charity work this time; just practicing my skills on a live project. So it's really about doing a cost/benefit analysis. Do you want and/or need to do it? Do you have a better offer? Can you afford to do it? In the end it comes down to a personal choice.

A charity gig in 2012 for "The Big Egg Hunt" in London. Like the cows - but with eggs
But if a total stranger asks you on the web to do free stuff for their amazing new project which is going to be The Next Big Thing, the answer should generally be "no". In the end, you need to be able to trust the people you are doing favours for, and know that they aren't just taking advantage of your good will.


--Alex


For more on how to survive and thrive in the animation industry, read this post. Also read about what studios look for in a great demo reel, and read our guide to student demo reels. Hear what London's Blue Zoo has to say about finding work, and take a look at this video on portfolios by Sony Pictures Animation. You can also watch Alex's ten minute video on creating a great reel, and read this post on the perfect demo reel. Also, check out our guide to animation careers here, and also take a look at this map of digital studios - a great place to start your search for work in the business. Learn the nuts and bolts of freelance life by reading our guide to invoicing clients, and our guide to putting together a great CV. Also download the free Escape Studios guide to careers in VFX.


Friday, August 8, 2014

How Do You Handle a Difficult Client?

Every freelancer occasionally has to be deal with a difficult client. In fact, in happens all the time. Talk to any freelancer, especially after a few drinks, and they will gladly tell you stories to make your hair stand on end. Clients, even the good ones, drive everyone crazy. Tricky clients are so common that there are websites such as are clientsfromhell.net, dedicated entirely to horror stories written by freelancers about having to deal with hard-to-please clients. So, if you are starting off on your career, how do you handle a difficult client?

If it’s a film, the next stage is a storyboard animatic, usually edited together with sound and music, and a style guide, so the client knows exactly what they’re going to get. Show them samples of other films and agree a style for their project. Once you start animation it will too late to change this, so make sure you are agreed in advance.

All good freelancers deliver on time. Photo: Wikipedia
It goes without saying that you must deliver the job on time and on budget. Clients don't care how busy you are with other things - they want their work done on time, when you promised it, for the price that was agreed. They don't care if other clients are keeping you busy, or your dog is ill, or your broadband went down, or your hard drive died. Make sure you back up your work, and if you run out of time, work through the night to get it done. Do what it takes to deliver on time and be reliable. The best clients are repeat clients - they will come back for more work because they trust you.

One of the hardest things about client projects is learning to take client notes with good grace. On every job, clients will give you notes which you don’t agree with. Try not to disagree openly with the client. The best response to a dumb idea is to say "that's a great idea, why don't we try this..." and try to steer them in a less silly direction. Sometimes though you just have to do what you are told and make the best of it. Make it look as good as you can. Contrary to popular belief, you can polish a turd.

Finally, be positive. Clients want to feel that you are as excited about the project as they are. Even if you've just done an all-nighter and you feel like screaming at their latest ridiculous changes that they should have told you about weeks ago, be upbeat and optimistic. Make them feel good about working with you - remember that they are taking a risk by using your services for the first time.

---Alex 

For more practical advice on freelance careers, check out this post on your first client project, read out our post on Portfolio Careers, and read this piece on Survival as a Freelancer. Learn the nuts and bolts of freelance life by reading our guide to invoicing clients, and our guide to freelancers and taxesFor more on careers in general, check out our guide to animation careers here, and also take a look at this map of digital studios - a great place to start your search for work in the business. Finally see our article on the jobs page at awn.com

Sunday, May 18, 2014

What is www.peopleperhour.com?



www.peopleperhour.com is a website that every freelancer should know about. Why? Because it's a way of finding and hiring skilled freelancers, people you may never have heard and have never worked with before. If you're doing a job for a client that involves stuff you can't deliver yourself - no problem. Find someone online who can do the work, and you still deliver the whole, completed job to the client. Equally, you can post your own skills online, bid on jobs, and start to build a successful portfolio career as a freelance digital artist by doing work for other people. What peopleperhour.com does it put freelancers and jobs together. So, if you're serious about building a career as a freelancer - it's a great place to start.

(Editor's Note: To see some of the impressive freelance work done by our students and recent graduates here at Bucks, check out the work of Jens KopkeBen Gray's Moonbeam, and the architectural visualisations of Sabah Masood and Anton Alfimenko. Also take a look at the work of Andy Thomas here, see our latest commercial project for Rocketseed, our short film done for a global aid agency, and take a look at the excellent work of designer Monika Dzikowicz, architectural visualisation specialist Krsytof Michalski, Alex Whitfield and the 3D artwork of Mike Swan.)



Saturday, May 10, 2014

Freelancing Workshop on Monday with Lydiah Igweh from Enterprise at Bucks


On Monday May 12th we welcome Lydiah Igweh, who runs the Enterprise at Bucks program, to introduce a freelancer's workshop for our Animation and Visual Effects Artists. As the long summer vacation approaches, we strongly encourage our students to take on small freelance jobs, do internships and work placements, and in general take advantage of the many opportunities to develop real-life work skills. Lydiah's workshop has been custom-designed for our digital artists, so this is a great opportunity to start thinking about how you might develop a freelance career.

Lydia will be getting our students thinking about what life is like as a solo freelancer, how to build your own freelance brand, how to find clients (and how to keep them), and how to target the right market for what you do.

This will be a workshop session so all our students will have the chance to design and pitch their own brand during the session.

We are also welcoming students from the 2nd and 3rd years are also welcome. Our final year students will graduate this summer, so the importance of learning freelance skills is more obvious now than ever.

Come along on Monday and take advantage of Lydiah's expertise.

---Alex

(Editor's Note: To see some of the impressive freelance work done by our students and recent graduates here at Bucks, check out the work of Jens KopkeBen Gray's Moonbeam, and the architectural visualisations of Sabah Masood and Anton Alfimenko. Also take a look at the work of Andy Thomas here, see our latest commercial project for Rocketseed, our short film done for a global aid agency, and take a look at the excellent work of designer Monika Dzikowicz, architectural visualisation specialist Krsytof Michalski, Alex Whitfield and the 3D artwork of Mike Swan.)


Thursday, May 8, 2014

Student Showcase - David Wheeler takes on Premier nappies


David Wheeler is one of our talented third year students at Bucks, building a portfolio of work to start looking for freelance work and employment in the digital arts. He has developed some excellent skills in digital design and illustration, doing a good deal of design work on group film projects. He is especially proficient with Adobe Illustrator, which led to a recent freelance job for a manufacturer of baby-related products - Premier nappies. We asked him how the job went, and what he had to do to complete it.


Self portrait by David Wheeler

Bucks: You just did some freelance work for baby product manufacturer Premier Nappies? How did it go?

David: I felt it went very well, the company were very friendly, they understood what they wanted from me and it was fun to do!


Bucks: What was the brief?

David: The brief asked me to turn a bitmap PSD (Photoshop) file converted over to a vector illustration with some modifications to the original design along the way.


Adobe Illustrator
Bucks: What software did you use to complete it?

David: Adobe Illustrator (that goes for the rest of all my other illustration work too).



Bucks: What challenges did you meet along the way?

One of the first challenges I encountered was that the company wanted me to visit their office with a laptop, so they could see the illustration take place in front of them. Unfortunately, I don’t own a laptop, and use a desktop computer instead. So, bouncing files between me and the client took a bit of extra time, but it all worked out in the end.


Bucks: What would you do differently next time?

David: As much as I love freelancing from the comfort of home, it is definitely better to own a laptop packed with the Adobe suite just in case!


Summertime by David Wheeler
Bucks: What advice would you offer to students looking to take on freelance work at Uni?

David: Be confident in yourself and talents, know if you can achieve the task at hand and go above and beyond to make the client happy!

Hey Beautiful by David Wheeler

You can see more of David's work at his website here

----Alex

(Editor's Note: For more impressive work done by our students and recent graduates here at Bucks, check out the work of Jens KopkeBen Gray's Moonbeam, and the architectural visualisations of Sabah Masood and Anton Alfimenko. Also take a look at the work of Andy Thomas here, see our latest commercial project for Rocketseed, our short film done for a global aid agency, and take a look at the excellent work of designer Monika Dzikowicz, architectural visualisation specialist Krsytof Michalski, Alex Whitfield and the 3D artwork of Mike Swan. And don't forget to see the simulation work of our students done in RealFlow. To see our student demo reel, click here.)







Monday, April 14, 2014

Steve Burch reveals the mysteries of Producing Animation


Animation Producer Steve Burch
Animation Producer Steve Burch visited Bucks recently to talk to our students about the business of producing animation. It was an excellent talk, well structured and clear, and offered an insight into the challenges of successfully bidding on, winning - and delivering - freelance animation jobs.  Many universities talk about employability; here at Bucks we are trying to deliver on that promise by preparing our students not just to be employees but also entrepreneurs, working from home and in small groups on their own projects, and perhaps - who knows - even building the next big animation studio in the UK. After all, Blue Zoo was founded by a group of animation graduates fresh from university - why shouldn't our students do the same?

Steve Burch and Jack Strood
Steve started off by talking about the business of getting hired as digital artist or animator. He posed the question: Who or what do producers and directors like to hire?  To answer that question, he focused on three areas:
  1. Skill/Talent
  2. Speed
  3. Helpfulness, being easy to work with
Ideally he said, a graduate should have all three of these qualities, and someone who does have all three will not find themselves out of work for long. At a push, you can have two qualities out of the three. But one out of three is not enough - you simply won't get hired.

Animation production - just like a football team?
To get into the subject of how a film production, even a small one, works, Steve asked this question: How does a Football team work?

In particular, who are the players? And what do they all do? After all, on a football team, everyone does their own job. A goalkeeper does not try to score goals, nor does a striker try to defend goal. No one player tries to do everything. A production works in a similar way - everyone on the team has their own job that they do.

What do producers have to deal with?
Steve then set the first exercise for us to deal with: What are the key issues that Producers must deal with? 

He divided the students into two groups, in front of the white board, and asked them to jot down ideas on the board. Each group came up with a list of what they thought the key issues might be. He then went through the lists with each group, emphasising along the way that there are no right or wrong answers - these are simply lists of things to think about and consider. Every production is different and unique.

Some of the issues that the students identified were:
  • who to hire?
  • how much will the job cost?
  • Where will the work be done?
  • What are the rights issues?
  • What hardware will be needed?
  • What software licenses will be needed?

The second exercise Steve posed the students was to come up with a new list: What Questions do you ask the client?
What Questions do you ask the client?
Again, he divided the students into two groups, in front of the white board, jotting down ideas on the board.

Among the questions that the students came up with were these:
  • What/who is the film for? Who is the audience?
  • How much time do we have? 
  • How much money is there - what is the budget?
  • How long should it be?
  • Who will be making the decisions?
  • What style is it in? Is it 2D or 3D animation? Does the client understand the difference?
  • Is it for the web? Is it a movie? TV? 
  • What resolution will it be? What is the final output?
The third exercise was the toughest; this one focused on the schedule and the budget

The brief he gave each group was as follows:
The students were to take notes and individually work out the cost of producing some animation over the summer holidays. If they did not themselves have the skills for a particular job, they would have to hire someone else. The rate for talent was assumed to be around £500 per day. So…an artists’ day rate at this level is budgeted at £100 per day.

What do the students need to think about, to produce a short film? Some of the items on the list are:
  • Design
  • Storyboards
  • Modeling
  • Texturing
  • Animation
  • Rental of a studio, gas and electric. (Assume utilities at £500 per week)
  • Some cash for publicity
  • A profit margin. 10%? 20%? 30%? What should a profit margin be?
The details of the job were as follows:
  1. 2 x human characters
  2. 1 x alien four-legged character to move like a lizard or a dog
  3. A desert landscape with rocks
  4. 20 x still images
  5. 2 x 2 second cycles for each character
  6. facial rigging/animation required
Once again, Steve divided the students into teams, this time four instead of two. He divided the white boards into four, so each group had their own patch to work out their budget.

Each group had to come up with a schedule, and work out a budget, ie the total cost of the job. Again, there is no right answer to the question: how much will the job cost?  Bid too high, and you won't get the job. Bid too low, and you may not be able to deliver. This is the dilemma that faces freelancers and small businesses (and even large businesses) every day of the week.

The answers that our students came up with differed wildly, from very low to very high. But the important thing that everyone took away from the session was an understanding of the process of estimating the cost of a production and bidding on it. After all, every job has to begin with an estimate of cost before the creative work can begin.

----Alex

(Editor's Note: For more on finding work in the animation industry, see our post on finding your first job. Also, see what studios look for in a great demo reel, hear what London's Blue Zoo has to say about finding work, and take a look at this video about demo reels by Sony Pictures Animation. You can also watch Alex's ten minute video on creating a great reel, and read this post on the perfect demo reel. Also, check out our guide to animation careers here, and also take a look at this map of digital studios - a great place to start your search for work in the business. Learn the nuts and bolts of freelance life by reading our post on starting your own animation business,  read our freelancer's survival guide, and see our guide to invoicing clients. For an insight into managing your taxes as a freelancer, see this post, and read our guide to putting together a great CV. Also see our rules for success when dealing with clients, and find out what goes into a portfolio career.)


Friday, March 7, 2014

How do you start a small animation business?

Our new animation collaboration at Bucks

One of the most common questions asked by prospective students at our university open days is "how many of your graduates find work in the industry?". After all, it's all very well to train animators and digital artists to do excellent work, it's quite another to turn that knowledge into a successful career.

In media production of any kind, jobs for life are nowadays almost non-existent. Even highly successful artists tend to be freelancers of one kind or another. But there is another way of dealing with the perpetual uncertainty of finding paid work in the arts - and that is to start your own business. So how, exactly, might you go about doing that?

Like any endeavor, you will probably want to start small and gradually get bigger, slowly making a name for yourself and taking on new clients as you go along, building a brand and a reputation. Remember that starting a business is very different from being an employee. Come 6pm on friday night most employees tend to down tools and stop working, seldom thinking about work until monday morning. Small business owners aren't like that - the shop is always open. After all, it's your business, and you will likely want it to succeed very badly indeed. Below are five steps to think through if you want to set up your own business, to help make sure you make a success of it.

Begin by having something to sell

1.  Start by identifying the kind of work you want to do

Ask yourself what kind of service you want to offer. If you are in the business of making short films, make sure you understand the full pipeline of animation production, from development through to pre-production, production and post. You might think that this only really applies to big projects, but even small films need to go through the right processes, else they tend to get stuck. Watch this film on how animated films get made and, best of all, make your own short film - this is the very best way to learn how it really gets done in practice.


2. Build your team

You may well not have all the skills needed to make short films. As an animator, you may want to team up with a designer (unless you are good at this yourself) and, if you are making 3D films, you will need expertise in modeling, rigging, texturing and lighting. By now you will be beginning to realise that to make short 3D films requires general expertise - this is where 3D generalists come into their own.

Again, if you are making films, you will also need to appoint an editor, a director, a designer - and a producer to manage the process. The smaller the project, and the smaller the budget, the more likely it is you will need to wear some of all of these hats yourself. If you have enough general skills, you go can go into business alone. But remember the old proverb: "If you want to go fast, go alone. If you want to go far, go together".

What's in a name? Even Pixar started small...

3. Create a working name

Of course, your working name can simply be your name on the door. But a good business name helps people remember you and suggest that you might be more than just a one man band. If your company name is a good one, you may will find that it helps you define what exactly it is that your business is setting out to do.

As your plan grows, and things begin to take shape, the perfect name may come to you, but don't let that hinder you from getting started. You can always change it later. Create a name that you can use while you plan things out, and don't mind too much if you change it later on.


Watch out for conflict

4. Choose your team wisely

Be careful who you go into business with. Even your best friend may not be a great business partner. 
Ask yourself if the other person complements your strengths and/or your weaknesses? Do both of you bring the same set of the same skills to the table? Ideally you want to be in business with someone with complementary skills to yourself. Overall, do you and your team see eye to eye on the big picture? Of course, there will always be arguments, but make sure you agree on the big picture, on the real purpose of your business.


5. Create a business plan

A business plan will helps to define what you think you need to launch your business. Inside the business plan you (which could be a single page of A4) will summarise what it is that you are trying to do in a single document.  In brief, your business plan should consist of the following elements:

  1. The Business concept. This describes the business, what the product is and who or what the market is for its products. What will be sold, who will buy it, and why is what you are offering better than the existing competition? If you are competing on price, how will you be cheaper than others?
  2. Financial overview. Here you include the financial points of the business. What are your likely sales over the first year? What is the cost of doing business? Estimate the likely income and the likely expenses. Is it profit left over enough to make it all worthwhile?
  3. Finance - requirements. This sets out what capital is needed to start the business, and to expand. If the business is just you and a laptop, you may not need any starting capital. If you need premises, you may need money to rent an office. This section should set out in detail how the capital will be used, and how much is required. Is the money being put in equity (ie a stake of the business, or is it a loan? If the latter, when will it be repaid, and on what terms
  4. Define the company's legal status. This sets out all the relevant information about the company, its legal form of operation, when it was formed, and who are the the principal owners and key personnel. Perhaps your business is just an informal grouping of friends? Or perhaps you actually want to set up a company or a partnership? Remember that someone will have to invoice clients, so a company bank account might be a good idea.
  5. Goals and milestones. This sets out any developments within the company that are essential to the success of the business. Have you done any marketing, or tried to find out who exactly might want to buy your product? Are you looking to develop any new technology? Do you intend to open a physical presence in an office building? Are there any contracts that need to be in place?
Enterprise at Bucks - helping students launch small businesses
Don't feel like your business plan has to be perfect. You can always do a rough draft, and then work at it with some external help. Don't forget that advice on careers and entrepreneurship is available at Bucks. Contact Enterprise at Bucks for assistance and support. There is also an excellent Wikipedia page about business plans here, and this page at smallbusiness.co.uk has some great resources on starting up a small business.

---Alex

(Editor's Note: For more practical advice on freelance careers, check out this post on your first client project, read out our post on Portfolio Careers, and read this piece on Survival as a Freelancer. Learn the nuts and bolts of freelance life by reading our guide to invoicing clients, and our guide to freelancers and taxesFor more on careers in general, check out our guide to animation careers here, and also take a look at this map of digital studios - a great place to start your search for work in the business. Finally see our article on the jobs page at awn.com )

Sunday, February 16, 2014

The Freelancers' Survival Guide


If you work in the animation industry, the chances are that at some point you will be self-employed, either running your own small business or working as a freelancer. Even if you do land a good job as an employee of a company, most likely it will last at most a year or two, since jobs in our industry tend to be project-driven. Even well-established companies tend to expand and contract according to the size of their order book. So what’s an animator to do to stay afloat and pay the rent, let alone finance a mortgage and a family? The answer is, you have to be smart, and you must understand the rules of freelancing.


Your first and most important task is to get really good at what you do. This is an obvious rule, but many animation students don’t realize just how competitive the industry is. At university, the pace of life can move slowly. But your life as a freelancer is a world of perpetual deadlines – any of which you will miss at your peril. You have to be on top of your craft, and be better than the rest. It takes a while to get really good, so you must use your time at uni to study hard and practice. Make your work entertaining and fun to watch.

Students worry a lot about grades, but the most important thing that any student will have on graduation is not their class of degree, but their demo reel. A graduate’s demo reel is their shop front, their display of talent. Nowadays it will be online at a website or blog. A great demo reel brings in work. The number one rule of demo reels? – no mistakes. Most studios get piles of unsolicited demo reels. The good news is - they will probably look at your reel. The bad news is - they will probably look at your reel for ten seconds or less. So you have, in effect, ten seconds to impress. If there are any errors in your work, they will notice, and they will assume one of two things: either you saw the mistake, but could not fix it, or, worse, you didn’t see the mistake. Either way, you’re in the no pile.

If you want a successful freelance career, you must be a generalist and a problem-solver. The more parts of the animation process you can master, the more useful you are to an employer or a client. Animators often double up as storyboard artists and character designers. The more technically minded can do 3D modeling, maybe some rigging, possibly even some texturing and lighting. The smaller the studio, the more you will be expected to be a jack-of-all-trades. Plus, if you are going to take on short projects for clients yourself you will need to know a bit of everything in order to deliver a final product, or else have quick access to someone who can. Lots of freelancers work this way, in informal teams, pooling expertise so that all parts of the project can get completed on time.

Graduates also need to learn the nuts and bolts of freelancing. These are the kind of technical skills that universities tend not to teach, because it falls under the ugly heading of training rather than education. But whatever it is called, freelancers need to know it. They must learn how to draw up an invoice, how to manage their taxes (freelance income is typically not taxed at source – you have to pay the taxman later), learn how to deal with clients and learn how to manage client expectations successfully. Hopefully your school or university will teach you this stuff, but plenty won’t. In practice, there is no substitute for a live project to teach you how it all works, which is why we try to encourage even second year students at Bucks to take on small commercial work for paying clients.

How do graduates land their first freelance project? Pro bono work is a good way to start, working for free or at very low rates, often for friends, family, or friends-of-friends. Try not to turn down a job; instead find a way to embrace new work even if you don’t have time and you’re not sure how to pull it off. Juggling projects and taking calculated risks is what freelancers do. Feeling overworked? Join the club. Don’t know how to use a piece of software? Me neither. Stay up late, work Sundays, do online tutorials at YouTube - do what it takes. The more and varied jobs you can turn around, the better you will get and the more capable you will become.

Along the way you will have to become your own IT department. You can run a small studio from your bedroom these days – which is one of the reasons we give our students at Bucks a free laptop when they arrive. We want them to become self-sufficient professionals at the earliest possible opportunity. 
 
Free computers at Bucks!


Get yourself a good laptop, and find ways to get the software you need. Become a problem solver; learn that most technical problems can be Googled – someone out there has faced the same problem you have just stumbled across, and found a solution.

Freelancers must learn to manage their finances. One of the challenges of starting out is the shocking reality that clients often don’t pay on time. A common rookie error is to start chasing up an invoice a few days after it was issued. Don’t. Clients don’t like it, and they will think you’re desperate. Many companies pay at the end of the month, or even the end of the following month. Get used to waiting. If someone doesn’t pay after 2 months – send a polite email. But know that almost everyone does pay in the end. Unlike employees, freelancers don’t get a steady paycheck – your income will fluctuate hugely. That means you need to save money and be financially defensive.

So what do you do when you finally land your first freelance job? Let’s assume you've pitched the idea, you've agreed a price for the job, and the client is shiny-eyed with excitement about the amazing work you're going to do for them. Now all you have to do is deliver what you promised. What can possibly go wrong? Plenty!

First of all, you must agree a price, and a schedule, and stick to both. Clients want to know what is going to happen, and when, and they don’t like to be told the job is going over budget. Set out the main milestones in advance, such as Script, Storyboard & Design, Animatic, Animation and Final render. Explain to the client that meeting deadlines will depend on getting their timely approval at every stage, but that whatever happens you will do your level best to deliver on time. And make sure you can deliver what you promise.

Second, Get the script approved as early as possible. Your client may have a script already, or they may want you to write one. Often they will never have done this before and will need a lot of help to get the story right. What is the story they want to tell? Who is it for? They may have no idea, or only the vaguest idea. Part of your job is to help guide them through this early, so you can get to work.

If it’s a film, the next stage is a storyboard animatic, usually edited together with sound and music, and a style guide, so the client knows exactly what they’re going to get. Show them samples of other films and agree a style for their project. Once you start animation it will too late to change this, so make sure you are agreed in advance.

It goes without saying that you must deliver on time. Clients don't care how busy you are with other things - they want their work done on time, when you promised it. They don't care if other clients are keeping you busy, or your dog is ill, or your broadband went down, or your hard drive died. Make sure you back up your work, and if you run out of time, work through the night to get it done. Do what it takes to deliver on time and be reliable.

One of the hardest things about client projects is learning to take client notes with good grace. On every job, clients will give you notes which you don’t agree with. Try not to disagree openly with the client. The best response to a dumb idea is to say "that's a great idea, why don't we try this..." and try to steer them in a less silly direction. Sometimes though you just have to do what you are told and make the best of it. Make it look as good as you can. Contrary to popular belief, you can polish a turd.

Finally, be positive. Clients want to feel that you are as excited about the project as they are. Even if you've just done an all-nighter and you feel like screaming at their latest ridiculous changes that they should have told you about weeks ago, be upbeat and optimistic. Make them feel good about working with you - remember that they are taking a risk by using your services for the first time.

And try to have fun. Over time you will build up a portfolio of work that you will be proud of and that will help you find work at other studios. Every job is a learning process that helps keep you up to date on the latest techniques, and keeps you employable.

---Alex

(Editor's Note: A slightly different version of this article was first published at Skwigly magazine on 31 January. For more practical advice on freelance careers, check out this post on your first client project, and read out our post on Portfolio CareersLearn the nuts and bolts of freelance life by reading our guide to invoicing clients, and our guide to freelancers and taxesFor more on careers in general, check out our guide to animation careers here, and also take a look at this map of digital studios - a great place to start your search for work in the business.)

Saturday, February 15, 2014

Introducing Nano Films

Everyone needs an animated film, even if they don't know it yet. Ten years ago, no-one could have imagined that every plumber would need a website. I predict that, in ten years time, every business will want a short animated film that tells the story of what they do.

Maybe it will be an animated logo, a mini infomercial, something to play on a smart phone, or a short film on their website, something that makes their business unique and different, something that reaches audiences (especially younger ones) who don't want to read pages of dull text on a static site.

The only trouble is - the cost. Animation is time-consuming and expensive. But what if we could make animated films really cheaply, for a tiny budget? Then, surely, everyone could afford one, and businesses all over the world would queue up to commission small films.

In September 2012 I set up my online school at www.animation-apprentice.org, training students to become animators and reach a professional standard where they can find work in the industry. All the lectures are online - there is no physical classroom.

At the same time I started working here at Bucks, helping to develop and launch our new Animation and Visual Effects course, designed to compete with the very best courses in the UK. Universities are slow-moving beasts but we launched the course successfully in October 2013, and applications for 2014 are way up on last year.

One of the key selling points of Bucks is employability, but how do we actually put this into practice? One solution might be to find work directly for our graduates and undergraduates, but how do we go about this?


Poster design by Monika Dcikowicz
The next step then was obvious. Why not start to find work for all this emerging talent by bringing in small freelance jobs, starting with friends and aquaintances, and slowly building up a business that can take on many small projects. Tiny films don't require much management, and they don't need to be expensive. So our pitch is simple - at Nano Films, we make tiny films on a tiny budget.



Our first film was made last year and has the snappy title "What is Wrong with the Global Development Organization"? Designed and directed by Bucks graduate Monika Dzikowicz, it is playing at the Exeter animated film festival next month. It's all about the problem of what happens to an organisation with good intentions which get taken over by bad management - which is to say pretty much most organisations anywhere. Almost everyone can relate.


The second film we did was for Rocketseed, an email banner company that does some complex tech stuff that can be kind of hard to understand. The purpose of the film was to help the company explain what they do in a simple, clear way that their non-tech customers can easily comprehend.


Making short films is fun. Often clients don't really know what they want, so much of the job involves figuring out what is the story they want to tell, and then working out the best way to tell it. Part of the challenge involves keeping it very short. Almost everyone has a minute to spare to watch a short; but few of us have five. It's easy to write a long script - but writing a short one takes time.

Both my shiny new online course at Animation Apprentice and my old-fashioned bricks-and-mortar classroom at Bucks produce a constant stream of talent. Making short films on small budgets is a great way to keep graduates and undergraduates busy, help kickstart their careers, and provide companies with a simple way to get their message across.

But most of all, it's fun.

----Alex

(Editor's Note: You can see more about Nano Films at www.nano-films.com. To find out more about our films, check out this post on What is Wrong with the Global Development Organisation?. You can read more about the Rocketseed project here. For more practical advice on freelance careers, check out this post on your first client project, and read out our post on Portfolio CareersLearn the nuts and bolts of freelance life by reading our guide to invoicing clients, and our guide to freelancers and taxesFor more on careers in general, check out our guide to animation careers here, and also take a look at this map of digital studios - a great place to start your search for work in the business.)