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Thread: References about Pricing

  1. #1
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    References about Pricing

    Since 3 out of 4 threads in the employment discussion is a question about how much to charge for a job, I decided to make a sticky about pricing advices.

    You pros are invited to contribute to it, that way we can point posters to it rather than repeat the same info 36 times a week.

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    My first tip is to get this book Graphic Artist's Guild Handbook Pricing & Ethical Guidelines
    Product description from Amazon
    The most respected single reference for buyers and sellers of creative work returns in an updated ninth edition, containing the latest, essential information on business, pricing, and ethical standards for nearly every discipline in the visual communications industry--from advertising to publishing to corporate markets.
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    My second tip is if you are not from North America, look into local artists associations an guilds they often have pricing guidelines, even if these are not as comprehensive as the GAG handbook.
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    My third tip is in case what you are doing is not listed in the book or you simply don't have the book. Evaluate the time the job will take you, add time for revisions, decide on a per hour rate, multiply it by the time you will need. Then evaluate the materials needed, add to the amount for time or quote separately. There you are. It's probably the best way to rate jobs like game assets or portrait commissions. Log the time you spend on project so that you can better evaluate the time you need later for similar assignements.
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    My fourth tip is not so much about the price per say. Make a quote template with your terms of services on it and a personalized letterhead. Stating the rights you give for that price and your payment terms upfront looks professional.
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    Fifth tip, especially if you are working for a non-start-up company, try to make your client make an offer, you could be surprised that he offers more than you wanted to ask. The worst that can happen is that you have to make a counter offer, if they think it's too high, they would have thought that even if you had made the quote first anyways.
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  4. #2
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    This is a great idea Qitusne! Thanks for making this.

    Here's a couple of links I have:
    Estimate tutorial
    This tutorial goes through general considerations you should make (hours, materials, usage, etc.) when determining an estimate.

    Creative Business
    This website has useful free sample forms such as this Estimating Worksheet.
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    thanks so much quitsune
    Last edited by kendi; June 2nd, 2010 at 07:46 PM.
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    References about Pricing

    Just found this, it should offer some good book-ends for those who are struggling to figure out what to charge. ***I would guess that the fees / rates quoted are for seasoned illustrators so, if you're starting out, you may want to drop the fee by 20 - 30% (potentially... it's your call).

    http://www.theaoi.com/Mambo/index.ph...=409&Itemid=33
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    Wacomitis - fear of an empty bank account.

    PORTFOLIO
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    Please note that
    1. Those prices are in British pounds, so be sure to convert for your currency.
    2. Rates tend to be lower in Europe than America.
    3. Those are a few years old.

    Tristan Elwell
    **Finished Work Thread **Process Thread **Edges Tutorial

    "Work is more fun than fun."
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    "Art is supposed to punch you in the brain, and it's supposed to stay punched."
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    Elwell...

    Thanks for the heads-up, I was guessing they were in pounds. So... after conversion what % would you increase the rate by for today's market?

    Conversion formula would be:

    X listed rate / 50% (around) ='s Y

    Y x (Elwell %) = Z

    Z + Y ='s rate you should charge (ballpark).

    That make sense?
    .

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    I find it particularly interesting that they take an 8 hr day and subtract 1 hr for lunch. At every company I've worked for, you're there for 9 hrs and take 1 hr for lunch to total 8 hrs of work. Is that different in different countries?

    Of course, I've heard of some companies keeping you for 9 hours and complaining if you take a lunch, but no company I would work for...
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    It all depends on where you work, I've had weeks varying from 35, 37.5 or 40 hours a week that were all considered "full time" for the company where I was. YOU decide how many hours a week you want to work..
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    Just adding this link to this thread:

    http://freelanceswitch.com/rates/
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  16. #11
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    Quote Originally Posted by Qitsune View Post
    It all depends on where you work, I've had weeks varying from 35, 37.5 or 40 hours a week that were all considered "full time" for the company where I was. YOU decide how many hours a week you want to work..
    Is there such a thing as a 40 hour week? When I'm on a project (especially movies) there are no set hours. You are expected to just do your job and do it well for as long as it takes (most of the time 60-80 hour weeks 6-7 days a week for a few months at a time on films). I find that most freelance is that way. At least mine has been. Of course you are compensated handsomly for all your time and work so you can't complain. In a perfect world all shoot for 40 hour weeks ;-). Ahhhhh.......to be a banker.......Just my 2 cents for what it's worth (which may be nothing :-))....

    Craig
    Craig Gilmore
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  17. #12
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    This is advice on calculating rates, not on actually getting the work done, I might not have been clear. If you set your fees to be comfortable working 40 hours a week but end up working 80 because the project requires it, you'll be twice as rich won't you? My point is, don't lower your rates because you work more than a standard "shop" schedule and end up doing the same money at the end. Hard work should have fitting compensation. And when doing freelance casual game art I rarely if ever crunch.
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  18. #13
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    Good point and good advice.

    Craig
    Craig Gilmore
    Veteran Illustrator
    *Premiere Storyboarding and Conceptual artwork*

    I.A.T.S.E. union member
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