I’m married to an artist, so I may be biased:-)
Two points I’d make are:
1)Training is a serious matter and if you want to retain good, sharp artists, you need to keep their skills up to date and you want to formally schedule the training, commit to it as time just for personal development, booked as if the company IS the client… And don’t just train them on what you have in the shop right now, but even let them train on new things you don’t yet have, but might get: when a client comes in asking for something more exotic or out of your normal experience, you will be able to say: “yes, we have a person with expertise on that, we can take at look at this job”. And you’ve expanded your business. Maybe even anticipated a major shift in demand.
So often, if you go with “we’ll get you some training on so-and-so right after the Throckmorton job is done and out the door”, what happens is another job comes in right afterwards, and another, and the trainng keeps getting bumped and bumped, because it’s not considerd “productive”. Like maintenace down-time. This makes the artist, or any worker, dissatisfied, and soon they start sneaking their training in on another project’s time, or they start to look for another job where they can get the training to keep current. If they learn the new skills on their own time and dime, they are not going to feel any loyalty about aplying said new skills to your company projects, instead, they’ll apply the new skills to freelance work outside the daily grind. Good for them, bad for you. To retain the best, you have to invest in them. Yes, you risk making them attractive to competitors that can try to hire them away from you. But this is the cost of doing business at a high level: if you can’t keep them, you don’t deserve them. When you improve them, you can also get away with charging more for them as well. In that sense, training doesn’t cost: it pays. Certainly never paying for training will cost you lost jobs and quality employees.
Point number two: If you are trusting the artists to get the work done, and this is truly “artist” work and not mindless rotoscoping, simple application of stock plug-ins or something, all that really needs to be set is the drop-dead deadline for finished product at each step of client approvals. As long as they always meet that deadline with a high quality product, how they get there and what hours they run to get it is none of my concern. Artists need “head time” to think things thru, they also need time to experiment and make mistakes sometimes. Learning on the client’s time while they sit there is NEVER a positive experience for anybody, avoid it at all costs because you lose much prestige with clients from that, and give them leverage to talk down your rates.
When you see a real artist get something done with apparent ease, you may not fully know the amount of practice, mental work and preparation and strategizing that went on unseen to lead to that quick-looking output. It is impractical to quantize that process on a punch clock, as even when they are not at the office, often they are grinding away on the ideas in their heads. I know that is the case with me on many writing and effects projects. If the artist is in the building an agreed-upon number of total hours, I think that’s all you need. There are programs you can install on the PC (lawyers use them a lot) that let you clock in and out on each of multiple projects as you work on them, recording the hours to a fine line, and generate a billable hours report. But for real “art”, there is no good way to clock the process accurately, because you don’t do it, you LIVE it. Also, clocking the artists with a stopwatch tells them you don’t trust them, and nobody produces their best work under that situation.