Home General Discussion

Freelancing

SnakeDoctor
polycounter lvl 14
Offline / Send Message
SnakeDoctor polycounter lvl 14
Hey, I am currently a student in a Simulation and Game Devleopment program. Im really into 3d modeling and eventually would like to become and environmental artist. In regards to pay, job length, and availability what are the benefits and drawbacks of being a freelance 3d artist instead of full-time employee at a game dev studio.

Replies

  • SnakeDoctor
    Offline / Send Message
    SnakeDoctor polycounter lvl 14
  • Ruz
    Offline / Send Message
    Ruz insane polycounter
    well I would get the experience working in a studio first as freelancing is quite tough.
    The good thing with freelancing is you can claim quite a lot of tax back in expenses where you can't if you are working full time.
  • SnakeDoctor
    Offline / Send Message
    SnakeDoctor polycounter lvl 14
    Ok the only reason I would be considering it , is because there are not any studios around where I live, and I just thought it would give me some experience and extra cash before I graduate. I didnt even know about the tax issue I will have to look into that more.
  • danshewan
    Offline / Send Message
    danshewan polycounter lvl 8
    There's real freelancing, and then there's students with no professional experience with dodgy software working from home calling themselves freelancers. Just like every scene kid with a cracked copy of CS2 is a 'graphic designer', seems every CG student is a 'freelancer'.

    Since you say you're still in school, I'd guess that the second type is more applicable to your situation - though this is no slur on you personally. Established freelancers (read: those with actual production experience) can earn good money, work on real projects and have the freedom and flexibility to set their own hours, work remotely on occasion etc.

    Student 'freelancers' typically get shit work on worse projects that may not ever see any actual outcome (like disorganized mod teams masquerading as actual development teams), shit contracts (or no contracts) with profit-share incentives and the like as opposed to actual payment and generally have to try really hard not to be exploited by unscrupulous assholes out to rip them off, or those who have absolutely no clue about what they're doing.

    I'd say focus on working on your portfolio and get a part-time job if you need the money. Think about freelancing for when you've got some experience under your belt and made a name for yourself.
  • Eric Chadwick
    ^ Excellent advice ^

    Also, Graphic Artists Guild Handbook: Pricing & Ethical Guidelines is an excellent resource for freelancers (and salarymen too). Pricing guidelines, legal info, copyright law, sample contracts, how to negotiate, and more. Highly recommended!
  • SnakeDoctor
    Offline / Send Message
    SnakeDoctor polycounter lvl 14
    Thanks for the advice, I can see where what you say holds true. Guess I will have to continue the grind. :)
Sign In or Register to comment.