I posted this in the "Looking for work" forum and a got a couple of offers for work, which is great...but i'm actually at the moment just after some advice, soooo.......
Effectively a group of us are starting work on a game. We have all the programmers in the world but are lacking good artists.
I just wanted to get a ball park figure on what we'd be paying if we were to do a pay-per-model system. Most of the work would be vehicles (space craft) with a range of sizes.
We'd expect a close to if not industry standard
Any advice would be great.
Regards
Ben
Replies
You could use the same calculation to get ball park figures.
If that works out to be too rich for your blood you'll probably have to take a step down and look for people who do it part time or who are just starting out and will take a lower rate in exchange for a lower quality product.
If you're looking for top notch pro work I would recommend checking out:
Valkyrie Entertainment http://www.valent.us/
3 Point Studios http://www.3pointstudios.com/
and yeah, i don't think my blood runs that blue
Regards
Ben
just saying the guys who did work on mass effect and all....they might know a thing or 2 on space ships
http://www.liquiddevelopment.com/
Let's say we're low-balling a college student or someone else who does not have the industry record to demand a high salary, so we'll go with paying this guy at 30k a year.
That comes out to about $14.50 an hour. Figure something as complex as a FPS trash can is somewhere around a day, and an FPS gun is somewhere around two weeks (I know you said you're making spaceships but you haven't posted any concept art, etc). That means you're looking at somewhere around $110 for the trash-can complexity prop, and about $1160 for the FPS-gun complexity prop.
Obviously, scale up from there based on quality of artist, time required, etc etc.
No love, Someone ought to mention Exis too.
Extremely true to all points above. One thing to remember also working with people over the net/not in the same room as you is you will have to adjust for needed back and forth on completed assets. Anyone who has ever had to deal with outsourcing can tell you that no one really gets everything perfect the way you will want it the first time. There could be alterations be it ascetic or technical that will need to be changed for fit your needs and thats more time plus the average time per asset.
When I read the title of this thread I really wanted to just respond with that my work is worth 1 MILLION DOLLARS! :O
Ha ha, this is a good one!
A good freelancer has 15 weeks of full time work a year, if they are lucky. The rest of the time goes into finding work, book keeping, investment in new techniques, hardware, software. The more work you can offer someone the lower the price. You are hiring their expertise (plus machines and soft) and depending on the international situation paying the sales tax on top.
A pro divides yearly costs and what they need to live and slots that into the 15 weeks I was talking about to arrive at an hourly rate. Also the faster someone works the higher the rate but the lower the time needed. For an FPS with a weapon in screen and close up quality see http://www.lonewolf3d.com/. That will cost more than the price you mentioned. For a student the price would be pretty good but the quality would be nowhere in the neighborhood.