Categories: Art Theory

The customer is not always right

by Og
Comments: 6 Comments
Published on: November 9, 2011

I once worked with an ad agency who had a lot of promise. They admired my idols, StudioAKA. We talked a lot about their spot “The Big Win”, in which a simple Lotto ad was transformed into a work of Art. We were all in awe of how StudioAKA had done that, particularly in light of how unimaginative many clients initially are.

Without even knowing the details of how that spot transformed from the one to the other, based on my experience with imaginationless suits and visionaries, I can imagine one way the meeting might have taken place:

CLIENT: I want a spot popularizing the National Lottery. Maybe a guy with a bag running around town handing out money.

VISIONARY: Smiles.

CLIENT: Say what?

VISIONARY: He’s not handing out money. He’s handing out smiles.

CLIENT: Say what, again?

VISONARY: And it’s a doctor’s bag. He’s running around town, handing out smiles out of a doctor’s bag, because ultimately that is your product. You’re not selling money, or even the chance to win money. Not really. You’re selling the dream of money, that momentary rush before the numbers are called and you could still win.

He’s a doctor because he makes you feel better. All your problems could be over. You could afford a new house, one without a leaky roof. You could afford a new car, one without a failing transmission. You could go to your boss tomorrow and just be done. Your life could change completely, and all for the price of a one-dollar ticket.

And it’s not the money. Not for that fleeting moment, it’s not. It’s that feeling, that joy, that elation. They say money can’t buy happiness, but we know better, don’t we? Win the lottery. Strike it rich. Be happy. And that’s what you’re selling: Happiness.

CLIENT: Well… I see what you’re saying, but I still think we should focus on that bag of money. It’s the Lottery, after all…

VISIONARY: Give me a chance to mock this up. I think you’ll like it.

CLIENT: Well… if you really think so…

Aaaaand… scene.

Now, I should tell you, that is not quite the way it happened. In this case, both the agency and the client wanted StudioAKA to do something memorable, so there was latitude to develop this ad properly, and studio head Philip Hunt lists this spot as one of his favorites and well he should. These spots don’t always go this way.

But why shouldn’t they go this way more often?

What’s the lesson here, boys and girls? In my purely hypothetical example, the Visionary has to push the Client to see that more is possible. This has nothing to do with knowing where the Client might bend or break, and everything to do with what kind of company you want to be, what kind of artist you want to be. There are those who innovate, who push the envelope, and then there are the ones who simply do what they’re told. There are plenty of studios like that overseas and you can’t compete with them on cost. They’re cheap because they are simply factories.

No innovation. No pushing. The customer is always right.

Except, frequently, they’re not.

Yes, they pay the bills, and yes, they should get something that represents their product in the best light. They should get their moneysworth. But we, as artists, have a responsibility to show them what they might not have thought about yet. The dirty secret about clients is that frequently they don’t know what they want. They have to be shown that we can all do something better than what they’re asking. Something memorable. Only in so doing do they actually get their moneysworth.

The problem with the agency I worked with was that they only wanted to do what the client wanted. The client had come to the agency because they had seen my work and wanted my look and feel. Only, when I began doing designs for their spot, the agency began telling me that the client didn’t want those designs. They wanted the characters to look more like Pixar.

Now – when a client tells you that, and they have been drawn to you because they’ve seen your distinctly non-Pixar look, they’re either asking for something they don’t know how to put into words, or they’ve come to the wrong place. But the agency didn’t want to go back and discuss it with the client. They wanted to just stop the conversation. The client wants it thus, and that is that. The problem is, there are plenty of artists out there who will give you a Pixar-on-a-budget look. For a lot of artists, that’s all they can see. If you’re one of them, how do you distinguish your work? And in my opinion, if your client wants that look, those other artists and the client were made for each other.

It was the perfect place to stretch a little, show some range and some backbone. Try to be more like StudioAKA, or even – *gasp!* something new! – instead of Outsource House #247.

But the insidious thing is that it’s easier to just do what the clients want. Play it safe. Don’t rock the boat. And your portfolio will be full of nice, safe vanilla. Via con dios.

Finally, watch this clip:

That is a great scene from Mad Men, in which Creative Director Don Draper meets with timid potential clients from a bikini company who don’t want to show their bikini in their ads for their own bikinis. Don Draper has had enough of doing tame, timid creative. The client is asking for vanilla while trying to sell chili sauce. Maybe Don’s going over the top. Maybe he’s being a complete jerk.

But I would rather be like Don Draper than a groundhog afraid of his own shadow. At least Don Draper’s not vanilla.

Focus or scatter

by Og
Categories: Art, Art Theory, Artists
Comments: No Comments
Published on: July 23, 2011

I’m surfacing mid-vacation to share a post with you all. Although many of you are not in the Arts, I know a lot of this blog’s audience is comprised of other artists, and probably many of you are fellow artists, writers and comics creators.

If so, you know that there is time you spend which is constructive – writing and drawing your strip, posting it, getting the word out – and there is time that is not as constructive – focusing on how other comics are doing, what awards other comics are getting, how many visitors, how much attention, how many ads, whether or not they are getting book or development deals, this sort of thing.

My wife pointed me to this post on Etsy, wherein a very clever and take-no-guff shop owner named SurrenderDorothy confesses that she used to spend an inordinate amount of time focused on other shops, how much they’re selling, how they’re doing compared to her, whether or not they were copying her sales techniques, etc., and how her life, sanity, and sales improved when she stopped focusing on how other sellers were faring and focused on her own shop instead.

If you replace the fact that she’s a shop owner selling wares on Etsy, and think about you and whatever you’re attempting to create and sell, her advice is fantastic and universal. I recognize some of the same negative patterns in my day, and I would suggest you probably also have some, and would submit that with a little change – putting the focus on what you’re attempting, and what you bring to the table, rather than what other people are doing – you might just succeed in your endeavors.

We all face the same insecurities, and I think it’s important not to let your competition define your efforts. The choice is whether to focus your energy like a laser, or scatter it like a lightbulb. I wish you luck.

Steve Ogden Braincast #23

The latest edition of the Steve Ogden Braincast is online – episode #23!  It’s finally time for part four of the great Spoilerific Director’s Commentary for Moon Town: Breaking Lane. This time, I talk about chapter three, the way I went about naming my chapters, and how I designed the overall shape of the narrative for the first three chapters. Also – find out why I’ll be jumping over fire! Music by Tim Larkin. Dramatic sting by Simon Lacelle.

Steve Ogden Braincast #20

The latest edition of the Steve Ogden Braincast is up online with a little bit of Director’s Commentary! The driving BrainCast returns as I’m once again behind the wheel after a lengthy hiatus from Moon Town and the BrainCast. This is finally Part I of my long-promised Spoilerific Director’s Commentary about Moon Town Book #1, where I talk about what Moon Town might have been, and the Adventures of Ace Tripwire. Music by Tim Larkin.

Steve Ogden Braincast #14

by Og
Tags: No Tags
Comments: 2 Comments
Published on: October 23, 2009

The latest edition of the Steve Ogden Braincast is up online. In this episode, “Of Lost Robots and a Girl in London”, I talk about how Imogen Heap’s new album Ellipse and Amanita’s new game Machinarium strike a similar chord in me and why they are inspiring me right now. I also backtrack to the previous Braincast to add some thoughts about Motivation, and wax philosophical on the subject of How to be More Creative. Music by Tim Larkin.

The Color Test

by Og
Categories: Art, Art Theory
Tags: No Tags
Comments: 16 Comments
Published on: April 23, 2009


So you think you’re a Color Expert? Think your Rods and Cones are up to the challenge? Go take this Color Test, and see how you do!

ZERO is the perfect score. I got a 23 (a little better than average for my age range.) How did you do?

The Quick Sketch

by Og
Categories: Art, Art Theory
Comments: 6 Comments
Published on: April 14, 2009

I get to sketching, and Moon Town is never far from my mind. This quick sketch of the complex and refinery has a lot of charm. I am so drawn to the vibrant energy of these quick, sloppy sketches. I could see a whole movie done in that quirky style.

And yet I am drawn to the careful, masterful rendering of someone like Nick Constantine at Massive Black. Part of a refinery he designed for Red Faction is reproduced below.

They really are two drastically different approaches and solutions to the same problem. I love the energy of my nutty sketch, and I love the virtuosity of Nick’s drawing. Yet if you built either of these structures for a game, or a movie, or what have you, they would say completely different things about the project, wouldn’t they?

How about you? What style do you prefer?

Pixar vs Dreamworks

by Og
Categories: animation, Art Theory
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Comments: 3 Comments
Published on: April 1, 2009

When it comes to making films, there is an approach I think works, and an approach I think yields less successful results. Basically, you can start from a story point, or you can start from a wouldn’t-it-be-cool-if point. THIS BLOG POST sums is all up.

Words of Wisdom from Stephen Silver

by Og
Categories: Art Theory, Artists
Comments: 2 Comments
Published on: April 1, 2009

Illustrator and character designer Stephen Silver is a wealth of encouragement and inspiration. You artists and aspiring character folks out there, book his site, because his advice is often relevant to whatever you’re going through. Today’s entry is “Do it for Yourself“. It’s advice I’m sure you’ve heard before, and already know. But it bears repeating.

Steve Ogden Braincast #6

by Og
Categories: Art Theory, BrainCast, podcast
Tags:
Comments: 5 Comments
Published on: March 26, 2009

The latest edition of the Steve Ogden Braincast is up online. In this episode, I talk about the release of my new comic short Cubicle Pigs and its first episode Commercial Art. I also talk about where the idea came from, the Super Bowl, Advertising, and EEEEvil Corporations.

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