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How much should I expect to pay an artist for this?

DrezDrez Registered User regular
edited March 2014 in Help / Advice Forum
Disclaimer: I am *not* trying to solicit help or work here, I'm only looking for a pricing benchmark because I have no idea what to expect.

I'm not sure if H/A or AC is the right place for this, but I thought I'd ask here first.

So, I'm writing a game, by myself. My design doc is about 50% complete, my script is 25% complete, and I will program it myself. I'm looking ahead to what else the project needs, that I cannot do myself: artwork and sound.

For art, I need some still scenes and some character art in a few different poses/emotions. Maybe 30-40 pieces of art altogether including all the scenes and character poses. There aren't many characters or locations, so it won't be very art heavy.

I have no idea how much I should expect to spend for something like this, assuming it is just contract work with no profit sharing later. I don't even know what the ballpark is. $1,000? $5,000? $20,000? Way more? Way less? I'm trying to gauge because some costs are out of my range and the whole project may be cost prohibitive. Also, I'm thinking of asking my younger cousin to do this because she's a beginner artist and could use the work/experience/money. I'm not looking for anything too complex. But I want to do right by her - I don't want to under pay her. And I might end up hiring someone else anyway.

Thoughts?

Same question for sound - I wouldn't need that many tracks.

Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
Drez on

Posts

  • JasconiusJasconius sword criminal mad onlineRegistered User regular
    done reasonably professionally, 3-5k

    it sort of depends on style too. different styles take different amounts of time, and level of detail

    I have an artist who can do a vector spritesheet of a walking and attacking animation in a medium-high level of detail in basically a day

    for some people that takes three days.

    on other words there are huge cost variances and the most important thing is to find someone who can work efficiently, not cheaply

    this is a discord of mostly PA people interested in fighting games: https://discord.gg/DZWa97d5rz

    we also talk about other random shit and clown upon each other
  • DarkewolfeDarkewolfe Registered User regular
    If you're looking for illustrations, not sprite design, you should be able to just buy stock art. It's a bit more time consuming to find what you want, and it won't be custom, but it's way cheaper.

    What is this I don't even.
  • DrezDrez Registered User regular
    Fair point. But let's say my game becomes so popular, trillions of Earthlings play it. Stock images aren't unique so wouldn't they be fairly recognizable?

    Any idea where I can find some? I can at least use them as placeholders.

    Let's say I want an image of a rather spartan living room...

    Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
  • DrezDrez Registered User regular
    Jasconius wrote: »
    done reasonably professionally, 3-5k

    it sort of depends on style too. different styles take different amounts of time, and level of detail

    I have an artist who can do a vector spritesheet of a walking and attacking animation in a medium-high level of detail in basically a day

    for some people that takes three days.

    on other words there are huge cost variances and the most important thing is to find someone who can work efficiently, not cheaply

    Thanks.

    I don't really have a deadline though... So efficiency isn't that important.

    Actually delivering is.

    Maybe I'll reach out to my cousin and see if she could even do what I'm asking.

    Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
  • JasconiusJasconius sword criminal mad onlineRegistered User regular
    efficiency is important because if it takes an artist 40 hours to do something that should take 20, he will still bill you for 40...

    that's what I'm saying... 5k is relative. 5k will buy a lot from some people and shit from others, not just qualitatively, but quantitatively

    this is a discord of mostly PA people interested in fighting games: https://discord.gg/DZWa97d5rz

    we also talk about other random shit and clown upon each other
  • Jebus314Jebus314 Registered User regular
    Drez wrote: »
    Jasconius wrote: »
    done reasonably professionally, 3-5k

    it sort of depends on style too. different styles take different amounts of time, and level of detail

    I have an artist who can do a vector spritesheet of a walking and attacking animation in a medium-high level of detail in basically a day

    for some people that takes three days.

    on other words there are huge cost variances and the most important thing is to find someone who can work efficiently, not cheaply

    Thanks.

    I don't really have a deadline though... So efficiency isn't that important.

    Actually delivering is.

    Maybe I'll reach out to my cousin and see if she could even do what I'm asking.

    I have 0 experience in this area but I think what @Jasconius was saying is that artists tend to charge by the hour so to speak. So a cheaper artist that takes 3 times as long will actually end up costing you more than a more expensive artist who can do the job quickly.

    "The world is a mess, and I just need to rule it" - Dr Horrible
  • NotYouNotYou Registered User regular
    I hire freelance illustrators occasionally at work.

    What you want varies DRASTICALLY! So drastically. You need to be much much more precise about what you want.

    The cheapest high quality illustration I've gotten from an established artist was 900 for a monster in a scene with no other characters. For one illustration. It was good though. Really good. I got quotes from a lot of other artists for this project and it ranged from 1000-2500 for a single illustration. These are all established artists by the way, not students or people in 3rd world countries.

    If you were to ask an artist for a quote, they'll want to know how detailed a scene they're making. Just a character on a blank background, is far cheaper than in a detailed jungle for example. And then the character itself, how detailed are we talking? Are we talking details like this: http://s.cghub.com/files/Image/510001-511000/510285/769_max.jpg Or are we talking something more simple like this: http://th01.deviantart.net/fs71/PRE/f/2012/136/e/8/yuyu_character_sheet_by_yuka_kaworu-d4zy8wz.jpg

    Now, since you're asking for a lot of them, I'm guessing you're not looking for super detailed illustrations (the sort of stuff you'd see on book covers). But you still need to be way way more exact about what you want.

    For example I know artists that'll charge 150 bucks a sketch. A detailed sketch, but still just a sketch. And then there will be other fledgling artists that'll happily take 3k for the whole job just because no one else is hiring them.

  • DrezDrez Registered User regular
    Re: Efficiency: Ahh I see. Thanks.

    Re: Complexity: More like the second. I'm not looking for super-detailed environments.

    Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
  • NotYouNotYou Registered User regular
    edited March 2014
    Drez wrote: »
    Re: Efficiency: Ahh I see. Thanks.

    Re: Complexity: More like the second. I'm not looking for super-detailed environments.

    I think you should probably look around an artist portfolios that are making the sort of work that you want, and then e-mail them and ask for a quote. Show them examples of what kind of work you'd like.

    Pricing just varies so much based on the artist.

    For that anime illustration, you can probably get that done for between 40-200 dollars.

    NotYou on
  • IrukaIruka Registered User, Moderator Mod Emeritus
    Try to remember that, even while you are going for low on detail 30-40 pieces just isn't a small amount of work. If someone asks you for under 1000 on that, I would seriously question their ability to do the project, because it makes it seem like they just don't know how much time it will take them. Make sure you ask about how the artist will charge for adjustments, if they have a kill fee, and if they can break down the prices on an hourly basis, and estimate times for each work. If they cant produce rough numbers for any off this, I would be cautious. "I can do this for 500 and in a few days, no big deal" sounds appealing, but that's how you hire someone who has no idea what they are doing.

    Without knowing much about your cousin, try not let to let her underbid, and also not just assume she can do the art you want because shes an artist. If you require something that does not look like what she does already, just hire someone.

  • JasconiusJasconius sword criminal mad onlineRegistered User regular
    i agree with Iruka

    in fact I would almost say if anyone bid less than 2k on that you'd at least want to ask them why

    this is a discord of mostly PA people interested in fighting games: https://discord.gg/DZWa97d5rz

    we also talk about other random shit and clown upon each other
  • DrezDrez Registered User regular
    Alternate plan: How do I learn to draw?

    Currently, my artistic ability is roughly what you see on XKCD (but only the simpler comics).

    Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
  • bowenbowen Sup? Registered User regular
    8 parts practice, 1 part pure skill, 1 part determination

    not a doctor, not a lawyer, examples I use may not be fully researched so don't take out of context plz, don't @ me
  • see317see317 Registered User regular
    edited March 2014
    Drez wrote: »
    Alternate plan: How do I learn to draw?

    Currently, my artistic ability is roughly what you see on XKCD (but only the simpler comics).
    Basically, you learn to draw by drawing until your hands fall off, then taping a pencil to the stump and continuing to draw.
    Draw from life, draw stuff around your home, draw draw draw.

    I hear a lot of good things about the book Drawing with the right side of your brain to help with developing observational skills and translating what you see to what you're drawing, but eventually it all comes down to drawing a lot.

    see317 on
  • DrezDrez Registered User regular
    bowen wrote: »
    8 parts practice, 1 part pure skill, 1 part determination

    I don't have any of that stuff. :(

    I think I'll continue on with my project from a writing/design and programming perspective and try to figure out the art later.

    Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
  • DrezDrez Registered User regular
    see317 wrote: »
    Drez wrote: »
    Alternate plan: How do I learn to draw?

    Currently, my artistic ability is roughly what you see on XKCD (but only the simpler comics).
    Basically, you learn to draw by drawing until your hands fall off, then taping a pencil to the stump and continuing to draw.
    Draw from life, draw stuff around your home, draw draw draw.

    I hear a lot of good things about the book Drawing with the right side of your brain to help with developing observational skills and translating what you see to what your drawing, but eventually it all comes down to drawing a lot.

    Cool, thanks.

    Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
  • The EnderThe Ender Registered User regular
    You can always just rely on ASCII graphics if all else fails.

    With Love and Courage
  • KhavallKhavall British ColumbiaRegistered User regular
    For "sound", what are you referring to?

    Because that's sort of like saying "I'd like a game made". That could be anything from a board game to a AAA title, right?

    If you want someone to, for instance, provide a single 2-3 minute synth track, then whatever, I'd maybe charge $500-600 if done right and mastered a bit. If you want someone to do music, sound effects, mastering, and integration, then we're talking $4-5k. Hell, if you wanted me to build a system to do generative music then.... I don't even know how I'd estimate that right now. Probably hourly, and it would probably be a fuckton, and I'd probably want royalties or creative control over the algorithm/patch.

    "Sound" is a whole bunch of stuff, and it would be charged and measured thusly. Not even to mention that there's a world of difference between various amounts of sound. I mean I'm a composer, so I only really know that world, but even for me sometimes I'll have a project that I can finish in a day, and sometimes I'll have projects that will take me 6 months.

  • DarkewolfeDarkewolfe Registered User regular
    edited March 2014
    For sound, you should absolutely go the Neverhood route and do it all yourself.

    https://www.youtube.com/watch?v=8wlhTnrDryE

    Darkewolfe on
    What is this I don't even.
  • ruzkinruzkin Registered User regular
    Create placeholder art for now until the gameplay is tight. Stick men will do. Then hunt down artists on Deviantart or similar sites with a style you enjoy and get reasonable quotes. A quick illustration of a character should be no less than $50, closer to $100 for a budding professional, three or four times that for someone in the industry. Do the math on your total illustration count, see where you can cut and what can be done more simply to save money, but don't save cash by ripping off your illustrator. If they're doing a professional job they deserve professional rates for the work they output.

    g4OlSIF.jpg
  • CelestialBadgerCelestialBadger Registered User regular
    Right, finish the game before paying *anyone* to do art. At the moment you would be throwing away money because odds are, you won't finish it, or if you do, you'll decide it is not worth a release. So worrying about how much it will cost to do art is like asking for investment advice for the millions you are sure you will make from it!

  • JasconiusJasconius sword criminal mad onlineRegistered User regular
    i would generally agree that you should finish programming before you start paying real money for art

    you can get a lot done with public domain art as placeholders

    i use Legend of Zelda 8-bit sprites for almost everything I do until it's ready for art... you can find all kinds of SNES sprite sheets out there to use as placeholders

    the nice thing about those old school sprites is that they are extremely easy to flawlessly resize to whatever you need them to be... so resolution isn't even a real concern

    this is a discord of mostly PA people interested in fighting games: https://discord.gg/DZWa97d5rz

    we also talk about other random shit and clown upon each other
  • EggyToastEggyToast Jersey CityRegistered User regular
    There are a number of free or open source resources for game art. There's some really cool stuff that I saw a while back on BoingBoing -- a game called Glitch ended up folding, and released their art into the public domain. Use it! Get started there, and help the game live on in memory, at least (not that I played it). If you need art after you have the game coded and want to use something unique, that's fine, but you shouldn't let a contractable element (buying unique art from a designer/artist) hold back development. If it was an employee of yours, fine, but since you're purchasing assets from a 3rd party, you should feel comfortable with who you pick.

    In the meantime, check out their art: http://www.glitchthegame.com/public-domain-game-art/

    || Flickr — || PSN: EggyToast
  • ceresceres When the last moon is cast over the last star of morning And the future has past without even a last desperate warningRegistered User, Moderator Mod Emeritus
    I miss Glitch so much. :(

    And it seems like all is dying, and would leave the world to mourn
  • DrezDrez Registered User regular
    Hmm you guys make a good point. There's no real reason to let lack of art hold up programming/writing.

    Thanks!

    Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
  • wonderpugwonderpug Registered User regular
    Also bear in mind that you can make a visually appealing game without having much artistic ability.

    Take rymdkapsel, for example.

    RdmzvLn.png?1

    Really fun little tower defense base building iOS game... with Tetris elements.

    Your minions are the little white vertical rectangles, the other colored gizmos are various other resources, and the different colored floor tiles represent different structures.

    Sure, it could also look really neat with actual little spacemen running around and hallways that look like a spacestation interior, but this minimalist style is also really pretty and didn't require a whole lot of artistic ability to create. The creator had a good artistic vision mind you, but these visuals are something he could create even if he couldn't draw/paint/sketch worth a damn.

  • DrezDrez Registered User regular
    wonderpug wrote: »
    Also bear in mind that you can make a visually appealing game without having much artistic ability.

    Take rymdkapsel, for example.

    RdmzvLn.png?1

    Really fun little tower defense base building iOS game... with Tetris elements.

    Your minions are the little white vertical rectangles, the other colored gizmos are various other resources, and the different colored floor tiles represent different structures.

    Sure, it could also look really neat with actual little spacemen running around and hallways that look like a spacestation interior, but this minimalist style is also really pretty and didn't require a whole lot of artistic ability to create. The creator had a good artistic vision mind you, but these visuals are something he could create even if he couldn't draw/paint/sketch worth a damn.

    I definitely agree with that. I'm a minimalist by nature. However, the game I am designing is essentially a choose-your-own-adventure with storyboards. Think Long Live The Queen. Art is important. I just can't do it. There are elements of minimalism in my game design, but the art needs to be catching.

    Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
  • bowenbowen Sup? Registered User regular
    In my game I'm basically using stick figures until I iron out the details and get enough money to hire some of the wonderful people in AC.

    not a doctor, not a lawyer, examples I use may not be fully researched so don't take out of context plz, don't @ me
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