Another quarter, another tool trial. This time, I decided to put Recraft through the wringer for the one thing that always feels like a money pit: ongoing social media assets. The promise is obvious: generate branded graphics on demand and ditch the retainer for the freelance designer.
I ran a three-month parallel test. One batch of content (carousels, story frames, static posts) via our (very good) in-house designer. Another batch via Recraft, using our established brand kit. Here's the breakdown for a ~15-post/month output:
**The Hard Numbers (per month):**
* **In-house Designer:** $4,200 retainer (includes strategy & revisions). Avg. turnaround: 2-3 days per batch.
* **Recraft Pro Plan:** $40. My time (Sales Ops Manager, not a designer): ~5 hours to brief, generate, tweak, and export. Call that an internal cost of ~$250.
**The Catch (There's Always a Catch):**
* **The "Brand Kit" Limitation:** Recraft uses your colors and fonts, but the *style* is harder to lock down. We got oddly proportioned hands three times. A human designer just... doesn't do that.
* **Iteration Time Sink:** "Make the logo bigger" takes seconds with a human. In Recraft, it often meant regenerating from a slightly different prompt and losing another element you liked.
* **Asset Management Jumble:** You get your PNGs. Organizing them, creating consistent naming conventionsβall that ops overhead lands back in your lap. Our designer delivers to a structured Figma file.
**Verdict:**
For quick, one-off, non-brand-critical graphics? Surprisingly decent. For a sustained, polished social presence where visual consistency *is* the brand? The numbers look great until you factor in the hidden QA and project management tax. We're keeping the designer on a reduced retainer for core campaign assets and using Recraft for supplemental stories and quick-response posts.
Yet another tool that's a 70% solution. The search continues.