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Blue Evening Sugar
891b91
>>128322
In terms of having someone else do art -- yeah, I'd say your best bet for having someone draw for your quest is to either pay someone (which will probably get pretty expensive over time, considering the sheer volume of images involved) or find someone who is willing to collaborate with you on it (which, as >>128351 says, has to be done with care so as to not come off as rude, and probably requires being good friends with the artist anyway).
That being said, I strongly encourage you to consider doing the art for your quest yourself. I understand the concern about the art quality harming the quality of the quest overall; I don't want to demean the value of having nice art, but art quality/skill honestly isn't crucial for a quest to be good. It's a nice thing to have, of course, but by no means necessary. Dorf Quest and RubyQuest, for example, both used fairly rudimentary/simple art styles and still enjoyed enormous popularity. Generally speaking, what people want out of a quest, much more than high-quality art, is interesting characters, setting, story, etc. Visual art factors into this somewhat, but not as much as writing does, in my opinion. A boring story with amazing art is still boring, and an interesting story with rudimentary art is still interesting.
This raises the question of why image-based quests tend to enjoy more popularity than text-based quests, but I think that has much more to do with the presence of the art than its quality. Having actual panels showing the environment, what is going on, what the characters are doing, etc., adds a visceral quality that is difficult to reproduce with text alone. For this purpose, stick figures are often as effective as the most polished art. (It might be ironic that I'm advocating this, considering that the general perception of my quests' art seems to be that it's very high-effort, but that's really just a symptom of my own tendency towards perfectionism. I don't think it should ever be considered a standard for other people to follow, because there are a lot of downsides to my way of doing things.)
Additionally, running a quest is, in my opinion, an excellent crash course in improving your art, and pretty much guarantees that you will improve, since it constantly challenges you to draw things you aren't used to drawing. Just look at Dead Dust; maybe other people's opinions on this will differ, but I see a rather stark difference between the quality of art I was putting out at the start of the quest and the quality of panels I'm putting out now. I've seen great examples of this in other artists' quests, too, but I think it would be polite to avoid naming names, since I'd prefer not to hurt anyone's feelings.
There are always shortcuts, of course, all of which are completely legitimate, and often a good idea, to use. One option is to reuse art assets: The Witch Who Lost Her Panties makes great use of paperdoll-style character assets for most of its panels, for example. Related to that is the use of pixel art, which lends itself very well to asset reuse; The Herd does this to great effect. (NOTE: If you go the pixel art route, I highly recommend using an image editor that is specifically designed for it, such as Aseprite.)
So yeah. This post kind of turned into a huge wall of text, but the main point I want to get across is that you have options. So don't be too hasty about counting yourself out as a possible artist for your quest.
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