Hey guys, sorry for the obscure heading, I wasn't really sure what to name the thread without making it extremely long.
So my question to you all, my fellow polycounters:
For those who have worked as freelancers for games (models, textures, paintings, you name it), is it usual that you have to ask for more details on the job before you can give a proper estimate? Is it often that your first e-mail response to the possible client is actually a list of questions to detail out the actual work, so you can properly estimate the time you would put into it and the price you would charge?
I ask this because I am
#1: Inexperienced in the freelancing world and have very little idea of how to behave huehue.
#2: A possible client contacted me and gave pretty vague descriptions of what they would need, and asked for an estimate. But I didn't feel like I could give an estimate unless I knew more about what exactly was needed. So I sent out a response asking questions, rather than actually giving any estimate.
So, is this normal? Does this happen often? Does this happen more often with smaller clients, indie companies, rather than bigger clients with more experience? Am I doing it wrong? Amidoinitrite?
Any response to my question, and any discussion on this is welcome!
Replies
If you're not sure about something, ask!
And like Jaco said, usually bigger companies that use lots of freelancers would send me all the info nicely packaged on the first or second email, but I found smaller or even one person operations would require a lot more back and forth discussion.
Sometimes they really didn't even know what they want. And you need to have things nailed down before you start, communication is key.
Also, helps to create a small word file with bullet points of what they're asking for, for example triangle counts, texture sizes, etc. so you can keep referring back to it and stay focused