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How much would you charge for 2D / 3D work? (Forums : 2D Graphics : How much would you charge for 2D / 3D work?) Locked
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May 15 2012 Anchor

Hi all,

I've recently got back into game development (specifically coding) and I've begun developing a game that I feel that if it was completed it could be distributed commercially and may even make a small profit. Development is still in the very early stages and whilst I'm not actively looking for I am looking for advice and opinions from people who work in other aspects of game development. Since I feel the next stage of the games development is recruiting a Concept Artist or someone who can provide both Art work and 3D modelling of artwork I would like to get opinions from you guys around recruiting Artists and what incentives to offer to ensure I can find someone who is both skilled and committed to completing the project.

I will potentially have a small amount of money to invest into the project which may increase, so what I am wanting to know is:

  1. What is better incentive to join a Start-Up project? Would you prefer to be paid for your work or be to given a share of the profits on release?
  2. If you were to be paid, would you prefer to be paid a flat rate for the work (50% at start and 50% at the end for example) or paid for each piece of work that is accepted into the project.
  3. What sort of price / share amount would you expect? Specifically if you were an Artist who felt they had enough work and experience based on work you had previously done for free and you were looking to start being paid for your work.

It would be great to know all your thoughts on this and wider issues to consider when recruiting artists for work such as Ownership of works, etc.

TKAzA Community Manager
May 15 2012 Anchor

Id go 50% as i wouldn't like to make a model and then it not get into the project, ergo no monies.
Adding to the 50/50 a profit share offering would make the deal more attractive, as if the game is commercially successful a piece of the pie would be nice.
Price you will find is discussed and agreed to between artist and employer, i guess looking on some job sites at what artists ask for or get offered on job boards would give you some idea of the backing needed and help work out your profit/expense margins.

AJ_Quick Arty type thing
May 15 2012 Anchor

In my personal experience most people are more interested in cash up front rather than the promise of a juicy royalty on the back end. Probably has something to do with like 90% of indie start-ups flopping and never making much (or any) money to make those
royalties worthwhile. Still, TKaZA's idea of a combination royalty / up front payment would probably be attractive to some.

Good to hear that you're expanding your horizons and taking the plunge into code though ! Dunno what engine you're planning to use, but if it's Unreal-tech of any sort feel free to hit me up on skype - I'd be happy to help you de-obfuscate the trickier aspects of the engine :)

Edited by: AJ_Quick


"I will play but only if there is clopping" - Alex Quick, Sep 15 2012, 6:56am

Jun 13 2012 Anchor

You probably cannot get away with paying for the artwork only used for the project. (Unless it is illustrations) Even artwork, which has been made in relation to your project, but hasn't ended up in the game, has to be payd for - as a Concept Artist, the majority of drawings, work and ideas gets ditched. Afterall, it takes attempts and tries to figure out the best and most functional designs - and in both film and game development, a lot of stuff gets ditched.

However, there are many artists who do sell their work, one piece at a time - so I'd say it depends a lot on the individual artist on what amount of payment they should recieve. The quality of artists is huge, and obviously the more experienced the artist is, the more time the person puts into the project, and the level of productivity also has an inpact on the price.

I'd suggest, you should plan the payment with each artist you get on board, since it only makes sense.

I personally take 25-35 $/hr for 2D work, and 15$/hr an hour for 3D work. It is prices in relation to my skill level, experience and execution.

But perhaps this can help you:

Just keep in mind - you can find artists, who are willing to work for free on your project, if they have a personal interet of doing so - or work for a cut, once your product gets sold. I have a huge personal interest in the current project I work on. I am not getting payd by the hour, nor by finished product, but I will get a cut of the sale in the end.

I hope this perhaps cleared things up a bit - despite I'm not a professional.

Good luck with your project.

Jun 23 2012 Anchor

I do artwork but it can be very draining to do and on a time restrictive basis(deadlines) -but the show must go on. You should check the boards like others suggested but since this is commercial art part of the question would be who owns the original artwork. I would want it-the company would have all right's to use it and market with it but like comic books that battle was hard fought and the battlefield ended with most comic artist's keeping their creations. I also think it's a gamble for the artist to work on something that may or may not turn a profit -or it may be wildly profitable-so you should share in the success with a percentage perhaps smaller then for you the main creator and director, and if no profit is made all should share in the lack of it (I would not expect to paid in that case like some)I would suppose actual hours spent working should play into it as someone who perhaps does all the grunt work,like running for pizza etc. a office worker would have to consider hours if it was that way the concept and programming skill and commitment to running it on various platforms to check and recheck it before release (so it's not a known bomb a few days after release) i really am not the guy to ask-but just a artist giving feedback-I I could do great concept work but am still working on using different animation platforms and figuring out what I like and what I am doing there,..Good luck.

Jul 11 2012 Anchor

Hi Everyone,

I'm new to the forum, but I think I can answer a few of your questions for you. I've been a professional artist for over 20 years, I've done anything from comic strips, comic books, chilren's books, and over the last year, video games.

As far as getting paid, I think most artists prefer the sure thing of getting paid as opposed to getting a partial payment and taking a royalty. Especially if they're a professional artist. Afterall, we have bills to pay, and the power company doesn't accept the possibility of royalties for the electric bill, and royalties are just too much of a crapshoot.

If you're going for the sure thing payment method, you usually pay half up front as a deposit and good faith gesture that you're on the up and up, but it also serves as a protection for the artist in the form of a non-refundable kill fee. Which basically means that if you cancel the project after work has begun for whatever reason, and it's not the artist's fault, say, you don't like the way the artwork is looking, or you decide to go a different direction altogether, then the artist keeps that money to cover his wages for whatever work he's done up to that point, but also to cover whatever lost wages he might have for jobs he turned down while working on your project.

As far as rates, my usual illustration rates are in the $60- $80 an hour range, but for indiegamer work, and because I'm still learning about creating art for games and apps, I've only been charging around $35 an hour on average. But most gaming work in my experience is flate rate, work-for-hire jobs where the developer does an all-rights buyout of the artwork, which means they own ALL rights to the artwork. BUT, they DO NOT own the original artwork, that still belongs to the artist. But because you are buying all rights and the artist won't be able to earn anymore income from that artwork it will cost you a bit more. The only rights that the artist usually keeps are the right to use the artwork in their portfolio and for self-promotion.

On the other hand, if you're working with an artist whose art isn't their only income, and they have a day job for they main income, they may be more willing to gamble on a royalties split. But if you're going for a royalty split, a 50/50 split is the most fair. You can't have a game without either programming or art, they're both equally important.

I think one of the most important things to remember is the old saying, "You get what you pay for.". Good, quality artwork is going to cost you. Don't embarrass yourself or insult the artist by trying to get them to work cheap or free.

That's about it for now. I hope that gives you a better idea of how to work with artists. If you have any other questions, I'd be happy to answer them if I can. : )

Sep 17 2012 Anchor

hi,sir ,i think you can look here: , the cheap price you want, thanks.

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