Difference between revisions of "Freelance"

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When working by yourself it is generally more difficult to keep a steady income, but the flexibility can be very rewarding.  
 
When working by yourself it is generally more difficult to keep a steady income, but the flexibility can be very rewarding.  
  
* [http://www.artbypapercut.com/ Vertex #1] has a great article "Freelance 101 - Tips & Tricks on Freelancing" by [http://www.benregimbal.com/ Ben 'b1ll' Regimbal].
+
__TOC__
* [http://www.artbypapercut.com/ Vertex #2] has another awesome article "Outsourcing Tips & Tricks" by [http://www.exisinteractive.com/ Peter 'PeterK' Kojesta].
+
 
* [http://www.polycount.com/forum/showthread.php?t=119200 Can you really be a freelancer?] Polycount Forum thread
+
== General Advice ==
* [http://www.polycount.com/forum/showthread.php?t=58477 Horror Freelance Stories] Polycount Forum thread
+
* [https://www.cgspectrum.edu.au/blog/the-life-of-a-freelance-artist Succeeding as a Freelance Artist] CG Spectrum article.
 +
* [http://polycount.com/discussion/180649/how-to-start-as-freelancer How to start as freelancer?!?] Polycount Forum thread.
 +
* [http://www.polycount.com/forum/showthread.php?t=157247 Is it possible to be a freelance 3D modeler?] Polycount Forum thread.
 +
* [http://www.polycount.com/forum/showthread.php?t=154650 Switching contracts] Polycount Forum thread.
 +
* [http://www.polycount.com/forum/showthread.php?t=152861 Marketing yourself as a freelancer] Polycount Forum thread.
 +
* [http://www.jonjones.com/2014/09/11/slides-and-information-from-my-xds-2014-presentations/ Tech and Tools of the Globetrotting Freelancer] by [http://www.jonjones.com Jon Jones].
 +
* [https://ryanhawkins.gumroad.com/ Vertex #1] has a great article "Freelance 101 - Tips & Tricks on Freelancing" by [http://www.benregimbal.com/ Ben 'b1ll' Regimbal].
 +
* [https://ryanhawkins.gumroad.com/ Vertex #2] has another awesome article "Outsourcing Tips & Tricks" by [http://www.exisinteractive.com/ Peter 'PeterK' Kojesta].
 +
* [http://www.polycount.com/forum/showthread.php?t=119200 Can you really be a freelancer?] Polycount Forum thread.
 +
* [http://www.polycount.com/forum/showthread.php?t=58477 Horror Freelance Stories] Polycount Forum thread.
 
* [http://www.polycount.com/forum/showthread.php?t=100617 Tips for doing freelance work...] Polycount Forum thread with great advice from working freelancers.
 
* [http://www.polycount.com/forum/showthread.php?t=100617 Tips for doing freelance work...] Polycount Forum thread with great advice from working freelancers.
 
* [http://www.polycount.com/forum/showthread.php?t=136589 How much to charge client?] Polycount Forum thread with more great advice.
 
* [http://www.polycount.com/forum/showthread.php?t=136589 How much to charge client?] Polycount Forum thread with more great advice.
 +
* [http://www.polycount.com/forum/forumdisplay.php?f=39 Work Opportunities] Polycount Sub-Forums
 +
 +
== Finding Clients ==
 +
 +
* Ask previous clients if there's anything you could do for them. If you did good work for them in the past, chances are they would like to work with you again.
 +
 +
* Ask former colleagues, people you've worked with in the past. For some people that might be other recent students, for others that would be game developers you've worked with at a studio in the past.
 +
 +
* Make sure your portfolio link is in your forum signature, and that the site works properly. See [[Portfolio]] for details.
 +
 +
* Post your work in progress on art community forums, solicit feedback, and submit updates. Don't use work-related art, post personal projects you're using to learn new techniques. You get noticed, and emails pop up, asking if you can do X or Y. Do the same process with online art competitions.
 +
 +
* Go to local industry events and introduce yourself to people, let them know what you do, and that you're looking for new work. You'll also get people you met giving your name to other people they know, who were never there at the event but are looking for talent for something or other. Never underestimate the power of face-to-face communication.
 +
 +
* Send overflow work to other freelancers you know. Send them work when it's something you're not good at or more than you can do by yourself. You'll find they're thinking of you more often, and sending work your way as well.
 +
 +
* Create assets for one or more of the online stores ([https://www.assetstore.unity3d.com Unity], [https://www.unrealengine.com/marketplace Unreal], etc.). Not only do you make income from the assets, but you also get noticed, then people ask if you can do X or Y.
 +
 +
* More tips in [http://www.polycount.com/forum/showthread.php?t=153819 Finding freelance clients] on the Polycount Forum.
  
 
== Questions for the Client ==
 
== Questions for the Client ==
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# Deliverables? (i.e. finished .MA file with texture flats in TGA format, plus layered PSDs)
 
# Deliverables? (i.e. finished .MA file with texture flats in TGA format, plus layered PSDs)
  
Don't forget to use a contract!
+
<!-- * [http://www.polycount.com/forum/showthread.php?t=155552 how GOOD/ BAD is your CLIENT ?] Polycount Forum thread has advice for how to communicate well with your clients. -->
  
 
== Art Tests ==
 
== Art Tests ==
  
See [[Category:GameIndustry#Art_Tests]].
+
See [[Game Industry#Art_Tests]].
 
+
Freelancer advice:
+
{| border="1" cellpadding="2" cellspacing="0"
+
|-
+
|}
+
  
 
== Freelance Rates ==
 
== Freelance Rates ==
 
* [http://www.polycount.com/forum/showthread.php?t=122504 Info: going rate for 1,500 tri model+texture] Polycount forum thread
 
* [http://www.polycount.com/forum/showthread.php?t=75101 Freelance rates query] Polycount forum thread has info about how to calculate your freelance rate.
 
* [http://www.katsbits.com/articles/how-much-should-i-charge-for-freelance-3d-modeling-work.php How much should I charge for freelance 3D modeling work?] article on [[KatsBits]].com with advice and sample rates.
 
* [http://freelanceswitch.com/rates/ FreelanceSwitch Hourly Rate Calculator]
 
 
 
The following numbers are averages, [http://www.polycount.com/forum/showthread.php?t=122504 posted] by Polycount members. All numbers are in USD unless stated otherwise.
 
The following numbers are averages, [http://www.polycount.com/forum/showthread.php?t=122504 posted] by Polycount members. All numbers are in USD unless stated otherwise.
  
 
{| border="1" cellpadding="2" cellspacing="0"
 
{| border="1" cellpadding="2" cellspacing="0"
 
|  '''Freelancer Type'''  
 
|  '''Freelancer Type'''  
|  '''US Day Rate'''  
+
|  '''Day Rate'''  
|  '''US Hourly '''
+
|  '''Hourly '''  
|  '''Overseas Day Rate'''
+
|  '''Overseas Hourly'''  
+
 
|-
 
|-
|<#000000>| Individual contractor  
+
|<#000000>| Offshore individual contractor
 +
|  $120 - 375/day
 +
|  $15 - 47/hr
 +
|-
 +
|<#000000>| Offshore low-end studio
 +
|  $140 - 180/day
 +
|  $17.50 - 22.50/hr
 +
|-
 +
|<#000000>| Offshore average studio
 +
|  $200/day
 +
|  $25/hr
 +
|-
 +
|<#000000>| Offshore high-end studio
 +
|  $300/day
 +
|  $37.50/hr
 +
|-
 +
|<#000000>| U.S.A. individual contractor
 
|  $300/day [[#IndividualContractor|*]]  
 
|  $300/day [[#IndividualContractor|*]]  
 
|  $37.50/hr [[#IndividualContractor|*]]  
 
|  $37.50/hr [[#IndividualContractor|*]]  
|  $250 - 375/day
 
|  $31.25 - 47/hr
 
 
|-
 
|-
|<#000000>| Low-end art studio  
+
|<#000000>| U.S.A. low-end studio
 
|  $350/day  
 
|  $350/day  
 
|  $43.75/hr  
 
|  $43.75/hr  
|  $140 - 180/day
 
|  $17.50 - 22.50/hr
 
 
|-
 
|-
|<#000000>| Average art studio  
+
|<#000000>| U.S.A. average studio
 
|  $500/day  
 
|  $500/day  
 
|  $62.50/hr  
 
|  $62.50/hr  
|  $200/day
 
|  $25/hr
 
 
|-
 
|-
|<#000000>| High-end art studio  
+
|<#000000>| U.S.A. high-end studio
 
|  $800/day [[#HighEndArtStudio|**]]  
 
|  $800/day [[#HighEndArtStudio|**]]  
 
|  $100/hr [[#HighEndArtStudio|**]]  
 
|  $100/hr [[#HighEndArtStudio|**]]  
|  $300/day
 
|  $37.50/hr
 
 
|}
 
|}
  
<<Anchor([[IndividualContractor]])>>[[#IndividualContractor|*]] Individual contractors in the US range from $275 - 500/day ($34.50 - 62.50/hr).<<BR>>
+
<nowiki>*</nowiki> Individual contractors in the USA generally range from $275 - 500 per day ($34.50 - 62.50 per hour) <br>
<<Anchor([[HighEndArtStudio]])>>[[#HighEndArtStudio|**]] These rates are for rare high-end boutique studios.
+
<nowiki>**</nowiki> These rates are for rare high-end boutique studios.
 +
 
 +
 
 +
* [https://www.artistsunionengland.org.uk/rates-of-pay/ Rates of Pay - Artists Union England] - designed to help UK artists and their employers to determine fair pay for artists’ labour.
 +
* [https://www.btbpeople.co.uk/blog/typical-freelance-rates Typical Freelance Rates - Behind the Book] - UK guide to understand what you can expect to charge and pay for experienced, high-calibre freelance contractors.
 +
* [http://polycount.com/discussion/comment/2398051/#Comment_2398051 Freelance Jobs - Guidelines] about why you would hire a studio vs. an individual.
 +
* [http://www.freelancersunion.org/blog/2014/08/05/i-can-get-it-cheaper-what-do-when-client-rejects-your-fee/ "I can get it cheaper": What to do when a client rejects your fee] article on [https://www.freelancersunion.org FreelancersUnion.org] by [https://www.freelancersunion.org/blog/authors/khamill/ Kate Hamill]
 +
* [http://www.polycount.com/forum/showthread.php?t=138176 Payment and Freelance questions] Polycount Forum thread
 +
* [http://www.polycount.com/forum/showthread.php?t=122504 Info: going rate for 1,500 tri model+texture] Polycount Forum thread
 +
* [http://www.polycount.com/forum/showthread.php?t=75101 Freelance rates query] Polycount Forum thread
 +
* [http://www.katsbits.com/articles/how-much-should-i-charge-for-freelance-3d-modeling-work.php How much should I charge for freelance 3D modeling work?] article on [[KatsBits]].com with advice and sample rates.
 +
* [http://freelanceswitch.com/rates/ FreelanceSwitch Hourly Rate Calculator]
  
 
== Time Estimates ==
 
== Time Estimates ==
From the Polycount forum thread [http://www.polycount.com/forum/showthread.php?t=122504 Info: going rate for 1,500 tri model+texture].
+
* [http://www.polycount.com/forum/showthread.php?t=151118 Question for Character Artists] Polycount Forum thread, how much time to create a AAA character?
  
{| border="1" cellpadding="2" cellspacing="0"
+
* [http://www.polycount.com/forum/showthread.php?t=122504 Info: going rate for 1,500 tri model+texture] Polycount Forum thread, excerpts below:
|-
+
|}
+
  
{| border="1" cellpadding="2" cellspacing="0"
+
<blockquote style="border-style:dotted;border-color:black;">
|-
+
In my experience outsourcing current-gen characters, the average time for developing one from a concept to final and ready to rig is about 4 to 6 weeks. I usually see it broken down something like this:
|}
+
* base mesh: 5 days
 +
* sculpt: 11 days
 +
* game res mesh + UVs: 5 days
 +
* textures: 12 days
  
{| border="1" cellpadding="2" cellspacing="0"
+
It can go faster or slower depending on the artist and the specs, but on average that's how it usually shakes out.
|-
+
That's average Hero character spec when I outsource with a studio. That's also about how long it took for the badass character dudes at Vigil for most creatures. Individual contract artists tend to be a lot faster, though, in my experience.
|}
+
  
{| border="1" cellpadding="2" cellspacing="0"
+
[http://www.polycount.com/forum/member.php?u=14112 Jon Jones]
|-
+
</blockquote>
|}
+
  
{| border="1" cellpadding="2" cellspacing="0"
+
<blockquote style="border-style:dotted;border-color:black;">
|-
+
I usually get about 20 Business days which is about 4 weeks in studio.
|}
+
* 2-3 days in Basemesh + Props (Assets Base)
 +
* 8 days sculpting and detailing + hitting likeness etc
 +
* 2 days retoppo and building game res mesh
 +
* ~2 Days Baking Maps
 +
* 5 days Texturing
 +
of course those numbers are just approximates... since some things go faster or slower depending on the complexity...
 +
i should add that's the time estimate on a 12k average complex character...
 +
heroes and boss monsters and more complex characters get more time of course...
 +
 
 +
[http://www.polycount.com/forum/member.php?u=49339 DanBe]
 +
</blockquote>
 +
 
 +
<blockquote style="border-style:dotted;border-color:black;">
 +
lol,I rarely get more than 2 weeks( 10 working days) to base mesh/zbrush/retopo and texturing.
 +
 
 +
[http://www.polycount.com/forum/member.php?u=13759 Ruz], [http://www.polycount.com/forum/member.php?u=14133 almighty_gir]
 +
</blockquote>
 +
 
 +
<blockquote style="border-style:dotted;border-color:black;">
 +
I'll keep it rough, but all current- and next-gen stuff I've been working on breaks down about like this... for only the modeling to final texture phase:
 +
* characters are 4 - 6 weeks (sometimes)
 +
* vehicles with interiors are 4 - 8 weeks
 +
* third person weapons are about 2 - 3 weeks
 +
* I haven't done first-person weapons but realistically I'd guess 3 - 4 weeks.
 +
And when I count weeks, I mean a five-day, 40-hour workweek. And I'm at the point now where I'm seeing characters and vehicles as being a nearly equal amount of effort.
 +
 
 +
[http://www.polycount.com/forum/member.php?u=14112 Jon Jones]
 +
</blockquote>
 +
 
 +
<blockquote style="border-style:dotted;border-color:black;">
 +
20days and up would be one mighty complex character, though "nextgen" (as in ps4 xbone) realistic characters can ge quite complex pretty easy and usually start at around 3 working weeks (15 days).
 +
 
 +
[http://www.polycount.com/forum/member.php?u=17409 Neox]
 +
</blockquote>
 +
 
 +
 
 +
== Selling Assets ==
 +
There are alternatives to freelancing directly for clients. You can sell assets via online stores, which can offer an alternative income stream.
 +
 
 +
*[http://www.polycount.com/forum/showthread.php?t=155840 Guide for doing well making stock game assets?] Polycount Forum thread
 +
* [http://www.polycount.com/forum/showthread.php?t=152944 Workshop/Asset Store creators: How do you decide what to make?] Polycount Forum thread
 +
* [http://www.polycount.com/forum/showthread.php?t=152542 Single sale assets as a business model?] Polycount Forum thread
 +
* [http://www.polycount.com/forum/showthread.php?t=152246 Artist's Rights Matter] Polycount Forum thread
 +
* [http://www.polycount.com/forum/showthread.php?t=151944 Steam Workshop now supports paid mod creations] Polycount Forum thread
 +
* [http://www.polycount.com/forum/forumdisplay.php?f=72 User Generated Content] Polycount Sub-Forum
 +
* [http://www.polycount.com/forum/showthread.php?t=100016 Dota 2 - Workshop Thread] Polycount Forum thread
 +
 
 +
== Invoicing ==
 +
* [http://polycount.com/discussion/188013/freelance-rates-and-budgeting-tool Freelance Rates and Budgeting Tool] Polycount Forum thread.
 +
* [http://polycount.com/discussion/172045/how-do-you-deal-with-a-client-that-doesnt-pay/p1 How do you deal with a client that doesn't pay?] Polycount Forum thread.
 +
* [http://polycount.com/discussion/167865/freelance-work-hassles Freelance work hassles] Polycount Forum thread, solutions for dealing with endless change orders.
 +
* [http://polycount.com/discussion/151468 Screwed over by client, what to do?] Polycount Forum thread, advice for non-paying clients.
 +
* [http://polycount.com/discussion/134384 Questions to freelancers about "flat fee"] Polycount Forum thread, suggestions for getting partial payment up front.
 +
 
 +
Advice from [http://polycount.com/discussion/comment/1772256#Comment_1772256 Ben "poopinmymouth" Mathis] from [http://polycount.com/discussion/116539/paid-spiral-recruitment-thread-work-with-dinosaurs Spiral - Recruitment Thread]:
 +
<blockquote>
 +
Let me lay out how I work with first time clients.
 +
 
 +
* First, we agree on what will be done, any technical requirements, concepts made clear, triangle count, blah blah.
 +
* Next we agree on a fee and what exactly will be delivered and by what date, and how revisions are charged.
 +
* Next, I require 50% up front before I start working, by international money transfer, not paypal.
 +
* I turn in jpegs or gifs of progress at regular stages so feedback can be provided in a timely manner. When the work is complete and both parties agree, I am paid the remaining 50% before I upload the 3d format and textures. Till this point they have seen only see jpegs.
 +
 
 +
Here is why this works. I would never have made the 3d asset without this client wanting it. I cannot do anything with the 3d asset when I am done, I cannot pay rent with it, I cannot sell it to someone else, and I might not even have enjoyed the process. The corollary, is the dollars/yen/euro the client is going to pay me, can easily be used elsewhere. This makes the exchange rather one sided in terms of leverage since once the work is done they have no reason to pay if they are not on the up and up. Once I have established a working relationship with a client, I can work with invoices, regular payment schedules, etc, but the first time I work with someone new, no matter big or small, I require this payment setup, and if they aren´t willing to work with it, I have to politely decline. This is to protect myself from doing work, and not getting paid. To date not a single client has had a problem with it, and I have worked remotely for many companies of various sizes.
 +
 
 +
Most experienced freelancers that I know work in a similar manner. If you have no portfolio, and no experience, you might not have the leverage to work this way, but after the first time you are burned by non-payment, you will come with a method to protect yourself.
 +
</blockquote>
  
 
== Payment ==
 
== Payment ==
  
{| border="1" cellpadding="2" cellspacing="0"
+
Freelance game artists typically use one of these methods to be paid by international clients:
|}
+
* Direct wire transfer - A few banks offer it free, but many banks charge up to $60 USD per transfer. Corporate clients mostly use this method to pay.
 +
* PayPal - 2.9% fee plus $.30 USD. [https://salecalc.com/paypal Paypal Fee Calculator]. Small companies and individuals tend to use this payment method.
 +
* Personal check - no fees, least secure method, sent via traditional mail.
  
{| border="1" cellpadding="2" cellspacing="0"
+
 
|-
+
Other options are available, but they're expensive or annoying to use:
|}
+
* [http://bitcoin.stackexchange.com/questions/25583/does-it-make-sense-to-use-bitcoin-to-transfer-money-to-yourself-internationally Bitcoin] (fee varies) Seems to require a series of manual inputs at >20 minute intervals.
 +
* [https://www.coinpip.com/ CoinPip] 2% fee (1% for Premier Customers); No minimums, no forex charges
 +
* [https://www.elance.com/q/how-it-works Elance] (8.75% fee)
 +
* [https://www.google.com/wallet/faq.html#tab=faq-fees Google Wallet] (2.9% fee)
 +
* [https://www.payoneer.com/Professionals-freelancers.aspx Payoneer] (1% fee, plus 2 - 2.75% conversion fee)
 +
* [https://www.skrill.com/en/personal/fees/ Skrill] (3% - 5% fee)
 +
* [https://www.upwork.com/i/howitworks/freelancer/ Upwork] (10% fee)
  
 
== Legal & Taxes ==
 
== Legal & Taxes ==
  
 +
* [https://graphicartistsguild.org/the-graphic-artists-guild-handbook-pricing-ethical-guidelines/ 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. If you read nothing else, read this!
 +
* [http://docontract.com/ contract( )] (pronounced 'do contract') generates free, plain English agreements for and between game developers. See the article [http://www.gamesindustry.biz/articles/2015-03-13-taking-the-fear-out-of-contracts Taking the fear out of contracts] on gamesindustry.biz.
 
* [http://www.polycount.com/forum/showthread.php?t=124715 Freelancing - worth creating an LLC to protect yourself? Any disadvantages?] Polycount Forum thread, info about taxes and liability.
 
* [http://www.polycount.com/forum/showthread.php?t=124715 Freelancing - worth creating an LLC to protect yourself? Any disadvantages?] Polycount Forum thread, info about taxes and liability.
* [http://www.sba.gov/community/blogs/community-blogs/small-business-matters/incorporation-right-your-business-primer-smal Is Incorporation Right for Your Business? A Primer for Small Business Owners and Entrepreneurs] IRS article (specific to USA).
 
 
* [http://www.polycount.com/forum/showthread.php?t=46742 Freelancing Help USA] Polycount Forum thread, info about taxes.
 
* [http://www.polycount.com/forum/showthread.php?t=46742 Freelancing Help USA] Polycount Forum thread, info about taxes.
* [http://www.graphicartistsguild.org/handbook/ 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!
 
 
* [http://www.smashingmagazine.com/2012/08/15/free-download-useful-legal-documents-for-designers-pdf/ Useful Legal Documents For Designers (PDF/DOC)] free example contracts you can customize to your needs. Non-disclosure agreement, work for hire, illustration, web design, intellectual property, etc.
 
* [http://www.smashingmagazine.com/2012/08/15/free-download-useful-legal-documents-for-designers-pdf/ Useful Legal Documents For Designers (PDF/DOC)] free example contracts you can customize to your needs. Non-disclosure agreement, work for hire, illustration, web design, intellectual property, etc.
 +
 +
== More Information ==
 +
* [[Game Industry]]
 +
  
 
----
 
----
[[Category:GameIndustry]]
+
[[Category:GameIndustry]] [[Category:Information]]

Latest revision as of 09:40, 1 September 2024

When working by yourself it is generally more difficult to keep a steady income, but the flexibility can be very rewarding.

General Advice

Finding Clients

  • Ask previous clients if there's anything you could do for them. If you did good work for them in the past, chances are they would like to work with you again.
  • Ask former colleagues, people you've worked with in the past. For some people that might be other recent students, for others that would be game developers you've worked with at a studio in the past.
  • Make sure your portfolio link is in your forum signature, and that the site works properly. See Portfolio for details.
  • Post your work in progress on art community forums, solicit feedback, and submit updates. Don't use work-related art, post personal projects you're using to learn new techniques. You get noticed, and emails pop up, asking if you can do X or Y. Do the same process with online art competitions.
  • Go to local industry events and introduce yourself to people, let them know what you do, and that you're looking for new work. You'll also get people you met giving your name to other people they know, who were never there at the event but are looking for talent for something or other. Never underestimate the power of face-to-face communication.
  • Send overflow work to other freelancers you know. Send them work when it's something you're not good at or more than you can do by yourself. You'll find they're thinking of you more often, and sending work your way as well.
  • Create assets for one or more of the online stores (Unity, Unreal, etc.). Not only do you make income from the assets, but you also get noticed, then people ask if you can do X or Y.

Questions for the Client

Get the information you need when you start a project.

  1. Software (i.e. Maya 2012, 3DSMAX 2013)
  2. Polycount (i.e. 1500 tris)
  3. Texture count, sizes, and type (i.e. 3 512x512 textures, head+upper body+lower body, diff+norm+spec)
  4. Sculpt required, or is Crazybump\nDo okay?
  5. Target engine ( UDK, Unity, etc.)
  6. Target screen resolution (in general but especially for mobile)
  7. Player perspective (FPS, third person, top-down iso)
  8. Timeframe (2wks, 4wks, ?)
  9. Concept or reference given?
  10. Sample asset provided? (art style, quality level, tech specs)
  11. Complexity? (complex rig, animatable parts, per-pixel painting, etc. can increase the time needed)
  12. Deliverables? (i.e. finished .MA file with texture flats in TGA format, plus layered PSDs)


Art Tests

See Game Industry#Art_Tests.

Freelance Rates

The following numbers are averages, posted by Polycount members. All numbers are in USD unless stated otherwise.

Freelancer Type Day Rate Hourly
Offshore individual contractor $120 - 375/day $15 - 47/hr
Offshore low-end studio $140 - 180/day $17.50 - 22.50/hr
Offshore average studio $200/day $25/hr
Offshore high-end studio $300/day $37.50/hr
U.S.A. individual contractor $300/day * $37.50/hr *
U.S.A. low-end studio $350/day $43.75/hr
U.S.A. average studio $500/day $62.50/hr
U.S.A. high-end studio $800/day ** $100/hr **

* Individual contractors in the USA generally range from $275 - 500 per day ($34.50 - 62.50 per hour)
** These rates are for rare high-end boutique studios.


Time Estimates

In my experience outsourcing current-gen characters, the average time for developing one from a concept to final and ready to rig is about 4 to 6 weeks. I usually see it broken down something like this:

  • base mesh: 5 days
  • sculpt: 11 days
  • game res mesh + UVs: 5 days
  • textures: 12 days

It can go faster or slower depending on the artist and the specs, but on average that's how it usually shakes out. That's average Hero character spec when I outsource with a studio. That's also about how long it took for the badass character dudes at Vigil for most creatures. Individual contract artists tend to be a lot faster, though, in my experience.

Jon Jones

I usually get about 20 Business days which is about 4 weeks in studio.

  • 2-3 days in Basemesh + Props (Assets Base)
  • 8 days sculpting and detailing + hitting likeness etc
  • 2 days retoppo and building game res mesh
  • ~2 Days Baking Maps
  • 5 days Texturing

of course those numbers are just approximates... since some things go faster or slower depending on the complexity... i should add that's the time estimate on a 12k average complex character... heroes and boss monsters and more complex characters get more time of course...

DanBe

lol,I rarely get more than 2 weeks( 10 working days) to base mesh/zbrush/retopo and texturing.

Ruz, almighty_gir

I'll keep it rough, but all current- and next-gen stuff I've been working on breaks down about like this... for only the modeling to final texture phase:

  • characters are 4 - 6 weeks (sometimes)
  • vehicles with interiors are 4 - 8 weeks
  • third person weapons are about 2 - 3 weeks
  • I haven't done first-person weapons but realistically I'd guess 3 - 4 weeks.

And when I count weeks, I mean a five-day, 40-hour workweek. And I'm at the point now where I'm seeing characters and vehicles as being a nearly equal amount of effort.

Jon Jones

20days and up would be one mighty complex character, though "nextgen" (as in ps4 xbone) realistic characters can ge quite complex pretty easy and usually start at around 3 working weeks (15 days).

Neox


Selling Assets

There are alternatives to freelancing directly for clients. You can sell assets via online stores, which can offer an alternative income stream.

Invoicing

Advice from Ben "poopinmymouth" Mathis from Spiral - Recruitment Thread:

Let me lay out how I work with first time clients.

  • First, we agree on what will be done, any technical requirements, concepts made clear, triangle count, blah blah.
  • Next we agree on a fee and what exactly will be delivered and by what date, and how revisions are charged.
  • Next, I require 50% up front before I start working, by international money transfer, not paypal.
  • I turn in jpegs or gifs of progress at regular stages so feedback can be provided in a timely manner. When the work is complete and both parties agree, I am paid the remaining 50% before I upload the 3d format and textures. Till this point they have seen only see jpegs.

Here is why this works. I would never have made the 3d asset without this client wanting it. I cannot do anything with the 3d asset when I am done, I cannot pay rent with it, I cannot sell it to someone else, and I might not even have enjoyed the process. The corollary, is the dollars/yen/euro the client is going to pay me, can easily be used elsewhere. This makes the exchange rather one sided in terms of leverage since once the work is done they have no reason to pay if they are not on the up and up. Once I have established a working relationship with a client, I can work with invoices, regular payment schedules, etc, but the first time I work with someone new, no matter big or small, I require this payment setup, and if they aren´t willing to work with it, I have to politely decline. This is to protect myself from doing work, and not getting paid. To date not a single client has had a problem with it, and I have worked remotely for many companies of various sizes.

Most experienced freelancers that I know work in a similar manner. If you have no portfolio, and no experience, you might not have the leverage to work this way, but after the first time you are burned by non-payment, you will come with a method to protect yourself.

Payment

Freelance game artists typically use one of these methods to be paid by international clients:

  • Direct wire transfer - A few banks offer it free, but many banks charge up to $60 USD per transfer. Corporate clients mostly use this method to pay.
  • PayPal - 2.9% fee plus $.30 USD. Paypal Fee Calculator. Small companies and individuals tend to use this payment method.
  • Personal check - no fees, least secure method, sent via traditional mail.


Other options are available, but they're expensive or annoying to use:

  • Bitcoin (fee varies) Seems to require a series of manual inputs at >20 minute intervals.
  • CoinPip 2% fee (1% for Premier Customers); No minimums, no forex charges
  • Elance (8.75% fee)
  • Google Wallet (2.9% fee)
  • Payoneer (1% fee, plus 2 - 2.75% conversion fee)
  • Skrill (3% - 5% fee)
  • Upwork (10% fee)

Legal & Taxes

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