freelance audio payment Asbjoern Andersen


Are you charging enough for your audio work? Ryan Ike is back with more thoughts on pricing, and how to calculate if you're doing highly specialized audio work - at rates that are effectively below the minimum wage. Read on for his thoughts on setting the right price for your freelance audio work:
Written by Ryan Ike, and republished with his kind permission
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Animal Hyperrealism IV Is Here!
 
After my thread (and post) about how game audio people (and freelancers in general) don’t charge enough, a lot of people responded with “I want to charge more, but I don’t know how to price myself.”

 
It’s easy, but you need to analyze your work, a thing lots of us don’t do. I’ll explain:

Most of us, especially if you’ve been at this awhile, have a basic idea how long it takes to make X thing. “I can write a minute of finished music in a week working full time hours, less if it’s a genre I’m comfy with, more if it requires lots of live players” Something like that.

As freelancers, we’re charging for our skillset, but even more so, we’re charging for our time. And a TON of us forget to take this into account when we set our rates on a new project.

If you sign on to write a full sized indie game soundtrack, (let’s say roughly 45 minutes of music), break it down. How long does it take you to write a 3-4 minute track? Or a minute of music? What about edits and revisions?

Yes, this is tricky and not an exact science, and every project differs based on the working dynamic, the type of work, etc. But just ball park it.

In most cases, you’ll find you’re charging not nearly enough for the amount of work you’re set up to do

Once you have an estimate on how much of your time this will take, charge based on THAT.

In most cases, you’ll find you’re charging not nearly enough for the amount of work you’re set up to do. If I charged $20,000 for the above example and it takes me roughly a week to write 1 min of music, that’s 20k over 45 weeks at BEST.

If we do a little math on that, that works out to roughly 11 dollars an hour if I”m putting in a full 40 hour workweek each week. That’s way under minimum wage here in Seattle, and a lot of other places too.

And that’s the really surprising thing I’ve learned by asking fellow audio folks to compare how much of their time they’re providing VS what they get paid. An absolute ton of you aren’t even working for minimum wage. You’re working for less.

I was chatting about this with a sound designer friend of mine who wanted to raise their rates, but wasn’t sure what to raise them to. I won’t name them, but they’ve worked on some incredibly popular things you’ve DEFINITELY heard of.

ME: Well, how long does it take you to make a sound asset, usually?
THEM: I mean, they’re all different, but usually around 3 hours.
ME: Ok, and what do you charge?
THEM: $50 per file.
ME: So . . . like 17 bucks an hour?
THEM: …oh.


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And again, this person is crazy talented and has already worked on some major franchises, and they’re still barely charging over minimum wage where we live. And didn’t even really realize it, because we’re not used to thinking of our work in terms of time spent.

Game audio is far, far from a minimum wage-level job. The amount of time and practice required to get good, the cost of building a studio space and having the right gear/software, going to cons to network and stay in business, it’s HUGE.

More on setting (and getting) the right price for your work:

 

Want to know more audio pricing? Ryan Ike has written another guide on audio pricing, and how to get it right, here. Also check out Kate Finan’s in-depth guide on how to set – and get – the right price for your audio work here.

Yet so many of you charge barely more than what you’d get paid if you worked at Starbucks. And not that working there is bad, of course, but it doesn’t require years of practice and thousands of dollars in gear to be employed there.

So, the next time you’re figuring out the finances of a new gig, think how much an hour of your time as a creative professional SHOULD be worth. 50 bucks? 60? More (typically, yes, more).

Break down the amount of work, figure out how long it’ll take you, and charge accordingly.

And it doesn’t matter if you prefer to charge clients based on X amount per track or asset, X amount for the whole project, or if you actually just bill based on how many hours you worked. But base X on how much time you’ll spend, and how you value that time.

A big thanks to Ryan Ike for letting us share his thoughts on pricing! Got some insights or tips on how to set the right price? Please share them in the comments setion.

About Ryan Ike:

Ryan Ike is a composer and sound designer based in Seattle, WA, with work spanning games like Gunpoint, West of Loathing, and Where the Water Tastes Like Wine. Outside of making audio, he spends his time trying to help newcomers find their place in the game industry, and is passionate about making sure that game audio pros (and creatives in general) are getting the pay and respect they deserve. You can listen to his work here
 

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A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

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  • Funny / Comedy / Cartoon Baby Sounds Play Track 160 sounds included, 85 mins total $39

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Explore the full, unique collection here

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    The Train Life Bundle includes three Train Libraries, Train Life, Train Life 2, and Train Life 3.  In both these collections there’s a number of Exterior Freight Train Recordings with various speeds, perspectives, and locations.  Rumbling Trains in the Desert, Industrial, and Urban Areas. Horns Close and Distant, Passenger Trains, Rail Yard and Track Ambiences, and an assortment of other Train related sounds.

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    Train Life 3 is the third library in the ever evolving sonic journey of recording trains.  I can’t quite explain it, but trains are just downright fun to record and those old industrial rail yards and tracks seem to always be calling.

    This collection includes newer more recent recordings and is a good addition for anyone that has the previous Train libraries I’ve released (Train Life and Train Life 2) or who is just looking for a general collection of Exterior Freight and Passenger Trains.   You’ll find long approaches, various bys, rail clacks, a few horns.  I was also able to get some close recordings of slow connecting cars with big booms and bangs, groans and rail squeals.  A couple of those are long recordings which can provide for some really interesting sound design when pitching down.  I’ve provided booms and squeals that are more singular elements with multiple versions as well.

    This library is also part of the Train Life Bundle collection.

    Freight Trains in Transit (6) – Bys, Approaches, Air Bursts
    Passenger Trains (12) – Amtrak and Metrolink Fast Bys with Rail Clacks.  Slow Away and a couple with Horns.
    Freight Trains Mechanical (10) – Trains Connecting Cars with Booms and Bangs and Rail Squeals.

    Metadata
    Detailed Metadata and labeling has been provided along with using UCS.

    The Gear
    Sound Devices MixPre-3

    The Mics
    MKH 8040 and 30

    All of the recordings except for one were decoded to MS.

  • Voices of the Farm captures the vibrant and authentic soundscape of rural life, recorded over several years in barns, stables, fields, and farmyards across Asia, America, Africa, and Europe. From the deep lowing of cattle and the playful bleats of goats to the piercing calls of roosters at dawn and the gentle ambience of open pastures, this collection reveals the true voices and atmosphere of the countryside.

    The library includes over 500 sounds, organized into 122 files:

    • 100 focused recordings of individual animals and groups

    • 22 natural ambiences captured in real working environments such as barns, stables, meadows, chicken coops, and open fields

    All recordings are carefully edited, organized by species, and fully UCS-compliant with detailed metadata, ready for direct use in Soundminer and professional workflows. The clear folder structure makes navigation simple and efficient.

    Whether you need the quiet intimacy of a single goat bleat, the energetic life of a barnyard, or the pastoral calm of rural landscapes, Voices of the Farm offers a versatile sonic palette ideal for film, television, games, and interactive projects.

    Many of these recordings also serve as a great foundation for creature sound design, thanks to their expressive textures and organic tonal qualities.

    25 %
    OFF
  • All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, foley, mechanical and electrical sounds. It is only available in UCS.

  • PLANES & HELICOPTERS contains flybys, takeoffs, and landings of 13 aircraft models and 5 helicopter models, including small and medium-range passenger planes, private jets, tiny planes and firefighting aircraft. Recorded as close as possible to the aircraft, in airports. You’ll find turbojet, turboprop, and propeller-powered aircrafts. You’ll also find military and civilian helicopters sound effects.
    The sounds can be used for a realistic purpose but you can design spaceships or futuristic vehicles.

    13 %
    OFF

   

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