I was hired by proxy as a character designer for an eastern-European game developer who’d had some success.
This was the original briefing:
Client: We want a strong, solid female character. Young archeologist, don’t fall into Lara Croft, nor feminine Indiana Jones. Heroic, the adventurous type.
Just that. Nothing else.
I send the first draft.
Client: This looks amazing. I have some suggestions, nevertheless.
The suggestions, in about 10 to 15 revisions, included things like redrawing the right boot heel with a 10° inclination, adding half an inch (proportional of course) to the satchel long, switching the angle of the light (?), and restructuring her nose bridge in a few pixels wide with three different MS Paint images.
This went on. What broke the camel’s back was this:
Me: I can’t be doing more revisions. You keep returning the demos with lots of little insignificant changes, based on nothing sent on the original brief.
Client: This has to be perfect, and it gets more and more difficult to work with you. You keep missing the major key of the character. She’s not heroic nor adventurer yet. It’s you who is wasting our time.
Me: What? I designed a young female archaeologist, clearly strong and self-confident. Adventurous and heroic.
Client: SHE’S NOT A REDHEAD. HOW COULD YOU MISS THAT?
Me: You didn’t tell me to draw a redhead!
Client: It’s pretty obvious that if she’s heroic she has to be a redhead. I can’t believe I’ve gotta tell this to you.
I asked the proxy if I could be harsh firing the client. She said yes.
I’m happy now.