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Art freelance pricing

A topic by imonk created Sep 10, 2019 Views: 297 Replies: 3
Viewing posts 1 to 3
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I'm a pixel artist. I know there's no 100% accurate way to charge client tasks but what pixel artists can do is break down large given tasks into smaller tasks, get the specifics on the smaller tasks nailed down to the bone, then provide a list of task prices to the client. That way both sides of the partnership can hopefully come to an agreement up front while minimizing risk. 

What I still have trouble with however is charging for client services that don't have "small tasks" or actionable items. For example let's say we're charging concept art. I have no idea how much it will cost up front and I can't charge lines or pixels because they don't provide the client any value or show any progress towards the final result until it reaches the point of a sketch. You can maybe charge that afterwards but even then, it's still confusing, there's no initial agreement, and it's too much of a time investment so overall it's a big risk for the artist especially if they're still somewhat new. So I was wondering if there are any artists who have experience with this kind of freelancing. I'd like to hear your thoughts. Thanks in advance.

Moderator moved this topic to General Development
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I don't know if this will be useful,

but, from the Dev side, when I use upwork.com to commission artwork, there is usually either an hourly rate set and agreed, with a max amount of hours budgeted to a particular 'character' let's say...

Usually artists, when 'bidding' for a project will provide a free sketch which will take 5-10 minutes to show their vision of the described requirement. 

Otherwise they price a few 'revisions' into a final price.  So they might say like 200 dollars for this character, which includes: concepts, revisions, sketches, final 4 animations (with 10 frames each)...

Just my 2 cents from working with artists recently.

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Isn't hourly somewhat risky? What if you hire an inexperienced artist and it takes him/her a full 2 hours to do a finalized character concept that could have professionally been done in 1 hour? Wouldn't the math be more expensive than a bid?

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I guess it would be more risky... that's why I opt for the 'final product' option... I'm just mentioning that many artists DO use the hourly option, and I guess you have to examine their profile, and maybe ask in advance how many hours certain things should take... again I can only comment on what I found as the dev commissioning an artist.  I hope some artists respond to your posts with their views.