Hiring artist, how much does it cost?

Hi,

I’ve never done this before so I have no slightest idea about the topic, but at some point in future I’m thinking that I might need help from professional artist to create art for my game(s).

I understand that there is no simple answer to this question and much depends on many variables involved, but what in average you would expect paying for an artist per iPhone game? For example sake for game like Zombieville USA etc.?

I guess I’m not talking about industry leaders who worked on AAA titles, more likely about some young talented students who are good in arts and 3D modelling and want to make extra buck or two.

Also, if someone already did that, do you normally team up with the artist or pay once for his work, or share % of profits etc.?

Any help is appreciated!

Hi ej2009,

You’re right, there is no clear answer to your question. The short answer is artists, like the rest of us, will take any offer if it makes sense to us/them at the time. (that by the way also applies to the AAA teams just as easily as anyone else). I’ve seen full production houses (with AAA titles under their belt (according to their marketing material)) advertise in Gamasutra (from the Philippines as I recall) who have developers, artists, modelers, animators, etc… for as little as $8 USD per hour. And, by the same token, individual full time graphics, UI, usability professionals that start as full time employees over 6 figures plus benefits.

My best advise to you is make as fair an offer as you can within your constraints, and you’ll probably find people interested. That goes for any talents you may need. If you have a plan, and something solid to work on, give it a shot.

Hope this helps,

Galen

If you are on a tight budget let the artist know before hand you will get a more favourable responce if everybody knows what the situation is…also possibly offer the job on a Milestone Basis as opposed to a hourly rate otherwise if you get a slow artist you dont get your fingers burnt!

Every artist works differently but usually look at paying at least forty or fifty percent upfront. for small projects and if the project is big then I would suggest the milestone slash agreed target model is the best.

also when dealing with Big projects and Lots of cash money get the artist to create a small object etcetera for your game or something relevant that proves that he is capable of produceing the art dont just rely on a few images and his say so easy for people to palm of art as there own nowadays.(offer him payment for the art however) keep it real!!

If you have no money then Its Highly unlikely that you will get anyone decent not impossible but unlikely unless of course you are bringing something to the party yourself…such as you are a hot proggramer and looking to team up with a hot artist be realistic…you do get what you pay for… peanut = monkeys…good luck

Hourly Rate
I usually charge
£12 or 15 uk pounds per hour.

but if things are tight I do drop the bar.
this is just a rough guide some artist work for a lot more whereas others work for a lot less but you usually get what you pay for.

Hiya. I charge US$30 per hour, but usually quote a job outright, and stick to the quoted figure. If theres any development that required R&D, I always do that work on my own time, as it makes me a better developer.

Things always take longer than expected, which usually goes in favor of the client. I’ve found this approach is very realistic and all my clients have been ok with that. I’ve had a few clients that want me to move heaven and earth for $9.95, and I find that very tedious, but thankfully they are not too common. lately I’ve had fantastic clients that are a pleasure to work with. A lot of inexperienced clients don’t understand how long things take, but I’ve found breaking it down to each task with a time estimate for each bit helps everyone understand whats at hand.

I encourage developers to hire local (unity) artists as much as possible, if simply pondering where to get content, but then I would, wouldn’t I? :sunglasses:

I love working with others, as building a game by oneself is often a mammoth amount of work, so the personal satisfaction value is very high.

HTH
AaronC
deepwater3d.com

People are cheap unless they know that they’re not. If you want guarantees of quality work, the price is thereafter.

On that note, I can spawn you some awesome primitives in unity for mentioned $9 :wink:

Back on topic, in my experience artists more than programmers are hard to keep on project with promises only - I’ve had my fair share of spare-time collaboration project crash and burn because the artists abandoned ship. Perhaps programmers are gullible or artists have little sense of adventure? Who knows? That just appears to me as the reality of things.

Or artists are aware that they are more looked for and/or only joined the project because they wanted the game in their portfolio

When it comes down to it, artists are like cats: they’ll stick around and be nice and friendly while they’re interested, but if they get bored they’re gone. Programmers, on the other hand, are more often like dogs: they made a committment, dang it, and they’re going to stick it out with you until it’s done or it all goes down in flames. :stuck_out_tongue:

I think it comes down to what draws people into art or programming, respectively. Artists are artists because they like shiny. Programmers are programmers because “it’s not working yet!”

2 Likes

Nice. Quote stored. :lol:

Well, I’m not an artist (rumor has it that based on my latest game textures I may be tried for crimes against humanity :slight_smile: ), but as a one man show for my current games I’ve been reading a score of books on the relevent subjects. Based on my reading, attempts, and professional experience, good graphics and UI/UE is hard, and takes a long time to get right. Heck tools alone are complex in interactions, I use GIMP, 3D Coat, not to mention Cheetah 3D in my pipeline!

Unlike code, you can’t split an image up and share amongst other graphics people(not entirely true, but mostly). Depending on the depth you want to look into, it is a nearly completely separate activity, if you consider each asset needs to fit within a defined theme (look and feel), there are memory considerations, display considerations, etc… up-to and including cultural considerations.

For a single graphics person to volunteer and stay motivated is much like a single developer taking on an MMO. So I’d say the money helps get past the natural drain that occurs as projects wade on…

Just my thoughts,

Thanks,

Galen

That’s a very good point. A game artist isn’t just an artist by any stretch. They also have to be fairly technical as well to know and meet the requirements for a particular project. That’s probably why in large professional projects there’s a fairly strict division of labour on which artist does what, because very very few artists are experts on all aspects of a complete art pipeline. And because the art often gives the dominant first impression to the player, there’s a lot of pressure to get all these things just right.

You are on to something Dawvee. Having experience in both sides of the coin, programming leaves less room for interpretation and is less subjective which leads to less personal drama. I want to be an artist but think like a programmer.

A qualified freelance 3D artist with licensed and capable toolset should go for no less than £400 per 10hr day
For full time positions or long contracts this may come down considerably.
Budgeting like this will ensure fully committed and guaranteed execution.

That’d be nice :wink:

AaronC

A plumber costs about 40 pounds per hour

I guess theres just more animation going on over there so theres a “norm”. I havent worked for a New Zealand Client for over a year. All my clients are overseas. Lots of plumbing jobs in NZ, and its the highest paid trade here, not so many 3dArt jobs. I was tempted to train for architecture, and engineering type stuff, but at the end of the day its Unity game art that keeps me up happily to 3am.

I do plan on kicking in some doors at Weta sometime, I’d actually like to showcase the Unity engine there, and see if they would look at exploring gaming…

Cheers for the info

AaronC

Even if you are the dogs Bullocks most established firms would not even consider given you more than £35 uk pounds per hour not sure what currency you are talking about however are you talking Ranns?

Noticed you are a South African Brethren.

If so then perhaps your right.

Are You Artist who has commanded the aforementioned salery per hour?

Or are you speculating that that is what they should get?

I agree a good Artist should get equivelant to what a plumber gets its a skilled trade after all! but the industry is flooded with second rate artist everybody who has photoshop nowadays thinks there a artist.

Good Coders
as a rule will even struggle to command that kind of salary you suggested so the artist who is the second class citizen in a team will find it even harder

I guess it’s all about market related pricing.
I work in a commercial industry for commercial clients
If you under quote
you don’t get the job.

1 x Flame costs R 39000.00 per day
A Telecine costs the same.
1 x 3D Workstaion with artist cost R5000.00 per day
1 x Combustion with artist cost R8000.00 per day
1 x Final Cut Pro Workstation = R3000.00 per day
1 x Editor = R5000.00

If it’s not a real project, I would rather do it
pro bono than undermine the value of the end result.

I work in a commercial industry also… and for commercial clients and me and my peers usually get around £15 and at a max 25 uk pounds per hour.

But Kudos to you if you command that salery

noticed you mentioned flame and other post production tool sets.

These are not usually Game related
more related to post productilon Houses and hell yeah those guys do usually earn more money but there not game artists.
some might of been but when you use flame or or other post production tools your salary hits the stratosphere
I think the Guy who posted the thread was wanting to know a realistic figure what game artist charge not post production Gurus get.
:smile:

I am just quoting industry rate cards
please see

for a guide

I think game artist should wise up and protect their industry

Your Quoting from a post production visual effects house…different ball game altogether and also from a company stand point not a individual