freelance audio payment Asbjoern Andersen


Are you charging enough for your audio work? Ryan Ike is back with more thoughts on pricing, and how to calculate if you're doing highly specialized audio work - at rates that are effectively below the minimum wage. Read on for his thoughts on setting the right price for your freelance audio work:
Written by Ryan Ike, and republished with his kind permission
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After my thread (and post) about how game audio people (and freelancers in general) don’t charge enough, a lot of people responded with “I want to charge more, but I don’t know how to price myself.”

 
It’s easy, but you need to analyze your work, a thing lots of us don’t do. I’ll explain:

Most of us, especially if you’ve been at this awhile, have a basic idea how long it takes to make X thing. “I can write a minute of finished music in a week working full time hours, less if it’s a genre I’m comfy with, more if it requires lots of live players” Something like that.

As freelancers, we’re charging for our skillset, but even more so, we’re charging for our time. And a TON of us forget to take this into account when we set our rates on a new project.

If you sign on to write a full sized indie game soundtrack, (let’s say roughly 45 minutes of music), break it down. How long does it take you to write a 3-4 minute track? Or a minute of music? What about edits and revisions?

Yes, this is tricky and not an exact science, and every project differs based on the working dynamic, the type of work, etc. But just ball park it.

In most cases, you’ll find you’re charging not nearly enough for the amount of work you’re set up to do

Once you have an estimate on how much of your time this will take, charge based on THAT.

In most cases, you’ll find you’re charging not nearly enough for the amount of work you’re set up to do. If I charged $20,000 for the above example and it takes me roughly a week to write 1 min of music, that’s 20k over 45 weeks at BEST.

If we do a little math on that, that works out to roughly 11 dollars an hour if I”m putting in a full 40 hour workweek each week. That’s way under minimum wage here in Seattle, and a lot of other places too.

And that’s the really surprising thing I’ve learned by asking fellow audio folks to compare how much of their time they’re providing VS what they get paid. An absolute ton of you aren’t even working for minimum wage. You’re working for less.

I was chatting about this with a sound designer friend of mine who wanted to raise their rates, but wasn’t sure what to raise them to. I won’t name them, but they’ve worked on some incredibly popular things you’ve DEFINITELY heard of.

ME: Well, how long does it take you to make a sound asset, usually?
THEM: I mean, they’re all different, but usually around 3 hours.
ME: Ok, and what do you charge?
THEM: $50 per file.
ME: So . . . like 17 bucks an hour?
THEM: …oh.


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And again, this person is crazy talented and has already worked on some major franchises, and they’re still barely charging over minimum wage where we live. And didn’t even really realize it, because we’re not used to thinking of our work in terms of time spent.

Game audio is far, far from a minimum wage-level job. The amount of time and practice required to get good, the cost of building a studio space and having the right gear/software, going to cons to network and stay in business, it’s HUGE.

More on setting (and getting) the right price for your work:

 

Want to know more audio pricing? Ryan Ike has written another guide on audio pricing, and how to get it right, here. Also check out Kate Finan’s in-depth guide on how to set – and get – the right price for your audio work here.

Yet so many of you charge barely more than what you’d get paid if you worked at Starbucks. And not that working there is bad, of course, but it doesn’t require years of practice and thousands of dollars in gear to be employed there.

So, the next time you’re figuring out the finances of a new gig, think how much an hour of your time as a creative professional SHOULD be worth. 50 bucks? 60? More (typically, yes, more).

Break down the amount of work, figure out how long it’ll take you, and charge accordingly.

And it doesn’t matter if you prefer to charge clients based on X amount per track or asset, X amount for the whole project, or if you actually just bill based on how many hours you worked. But base X on how much time you’ll spend, and how you value that time.

A big thanks to Ryan Ike for letting us share his thoughts on pricing! Got some insights or tips on how to set the right price? Please share them in the comments setion.

About Ryan Ike:

Ryan Ike is a composer and sound designer based in Seattle, WA, with work spanning games like Gunpoint, West of Loathing, and Where the Water Tastes Like Wine. Outside of making audio, he spends his time trying to help newcomers find their place in the game industry, and is passionate about making sure that game audio pros (and creatives in general) are getting the pay and respect they deserve. You can listen to his work here
 

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Latest sound effects libraries:
 
  • 54 sounds on fire! Another indispensable toolkit of fire, wood burning, flames and different fire ambiences that were recorded indoors and outdoors. Find the true sound of it with Vadi Sound Library.

     

     

    About Campfire, Fireplace and Stove

    From loopable fire, wood burning, fireplace and flames, bonfire, stove and campfire, this 96 kHz – 24bit collection has both organic Foley and sound design usability in stereo and mono format.

    You will get lots of organic firewood crackles, sizzles, hisses, whooshes and campfire ambiences of the forest, sometimes with owls hooting, dogs barking and the crickets. Fire bursts and igniting with spray and flamethrower, matches, magneto lighters, closing and opening of metal lids are included too.

    These 54 immersive sounds are windy, wild, fast or calm and peaceful and were recorded at different seasons, at night and day, indoors and outdoors and all fire burning sounds are loopable. You will get intuitive, detailed naming, UCS compatibility and the usual Vadi Sound craft and attention to detail.

    Keywords:

    Fire, fireplace, stove, campfire, bonfire, flame, burn, burst, crackle, sizzle, hiss, gas, ignite, forest, night, day, indoor, outdoor, match, lighter, whoosh, air, brush, debris.

     

     

    What else you may need

    You may want to check out Drag and Slide Pack for 477 sounds of dragging, sliding, scraping and friction sounds of different objects made of wood, plastic, metal on various surfaces.

    Lots Of Chains is another option with 450+ sounds that capture pretty much every material and action of the chain.

  • Blast off into a dark sci-fi world teeming with creatures and unknown wonders. Introducing the heart-pounding warfare and general FPS & Sci-fi game audio SFX pack filled with the intensity you need to start your first-person shooter game. Welcome to “Sci-Fi Shooter Game” – a game audio sound effects library featuring over 1100+ designed SFX, tailored specifically for game developers and sound designers seeking a solid foundation for their game audio. Build alien atmospheres, futuristic battlefields, UI sequences, gizmos, gadgets, doors, mechs, robots & more. Sci-fi Shooter Game covers almost all your needs, whether it’s a dark synth-wave loading screen music loop, the realistic clanks of robotic mechanical footsteps, the futuristic hum of UI elements, or the thunderous blast of weapons; every sound is expertly crafted for maximum impact and intensity. With over 78 minutes of finely tuned audio and a solid foundation of almost everything needed to complete a sci-fi shooter game, you’re in for an action-packed adventure.

    • 1173 files / 484 glued files
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  • Illumination Designed Bundle Vol. 1 features an experimental collection of sounds crafted from the electromagnetic signals of various light source.

    This bundle offers a variety of sci-fi inspired sounds, including cinematic elemenets, drones/ambiences and explosions. Our Audio Craftsmen used a Lite2Sound photodiode amplifier to capture the electric signal lights emit. These were then meticulously edited and manipulated to create a series of unique sounds.

    The 3.27GB collection includes three volumes:

     

    Illumination Designed Vol. 1:

    A series of unique cinematic elements that blend stingers, risers, impacts and low frequency rumbles.

    Illumination Designed Vol. 2:

    A series of unique ambiences and drones.

    Illumination Designed Vol. 3:

    A series of futuristic, hi-tech explosions.

     

    This bundle is designed to enhance film, TV, and game productions or trailers with an experimental, cyberpunk, or abstract edge. The sounds are suitable for genres like sci-fi, thriller, and fantasy, adding mystery, eeriness, and tension to projects.

    All sounds are delivered in a high-quality 24Bit 96kHz format, allowing for further sonic manipulation. They have been meticulously edited and tagged with extensive UCS compliant metadata for easy organization and use.

  • Car Sound Effects 2000s Cars 3 Play Track 2376 sounds included, 287 mins total $200

    Compilation of 10 different 2000s cars. Sounds are recorded with RØDE NTG1, RØDELink Lav, Line Audio Omni1, Shure KSM137, Shure VP88, Sonorous Objects SO.3, FEL Pluggy XLR EM272 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II and Zoom F3 and Zoom H4n recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

     

    Models:

     

    1. Fiat Bravo 2007 compact car

    2. Ford C-Max 2003 MPV minivan multi purpose vehicle

    3. Honda Civic Type S 2006 sport compact car

    4. Land Rover Freelander 2003 compact crossover SUV sport utility vehicle

    5. Mini Cooper 2006 subcompact supermini car

    6. Opel Vectra C 2005 large family car

    7. Renault Megane 2002 compact car

    8. Skoda Fabia 2007 subcompact supermini car

    9. Volkswagen Polo 2009 subcompact supermini car

    10. Zastava Yugo Koral In 2002 subcompact supermini car

  • ‘Shoot ‘em up’ has never been this exciting! From powerful laser and plasma blasts, to specialised sounds such as fire, rain and laser circles, Sci-Fi Weapons: Bullet Hell adds intensity to virtual battles. With our trusty Vaemi’s El-Ma electromagnetic field mic, we’ve captured some wild electronic shenanigans, blending them with our synthetic sounds to cook up weapon effects that’ll make your players go, “Whoa!”


   

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