Sound freelancer rates Asbjoern Andersen


What should you charge for your work as a freelancer? If you're struggling with that, you're far from alone - but the problem is that when you're looking for help on this, it's often hard to get some actual, hard numbers to work from.

However, a couple of days ago we noticed an excellent post by Xavier Coelho-Kostolny on that very topic, and he's generously allowed us to share it here. While he's coming at the from a 3D artist's perspective, I think the vast majority applies to us in freelance audio as well. Hope it comes in handy!


Written by Xavier Coelho-Kostolny and reprinted with his kind permission
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O ver the past several years, I’ve noticed a trend of freelance artists massively undercharging for their work, so in this article I aim to help curb that.

Let’s start off simply, and branch out from there.

This is the basic formula for figuring out your day rate:

[expenses] / (231) = day rate

But this isn’t the whole story, because you also need revision, hourly, rush job, per asset, and a**hole rates. I’ll explain all these in detail, give some advice on how to approach your pricing, and also give some things to consider on taxes.

EXPENSES

Figuring out your yearly expenses is the first step towards setting your rates.

Determine how much you need to make per year to pay your various bills and expenses just for living. This includes rent, utilities and internet, health care, car payments, student loans, groceries, etc. Include every single recurring expense that comes out of your pocket throughout the year. Add them all up, and tack on about 10–15% for unforeseen bills, up-charges, rent increases, etc.

If you’re unclear on certain things like how much overall you might end up paying for rent or groceries, I’d highly recommend doing a quick search for cost of living calculators. There are many available online, and some have incredibly granular results and inputs available.

Here are just a few cost of living calculators, each with different options:

• NerdWallet Cost of Living Calculator 

• SmartAsset’s 2020 Cost of Living Calculator – Cost of Living Comparison Tool

• Bankrate’s Cost of Living Calculator – Cost of Living Comparison Index Tool

• Bestplaces 2020 Cost of Living Calculator

I’d suggest using multiple calculators like the above to make sure you’re getting a good range of values.

Once you have the above figure, add about 25–50% to it.

This 24–50% is expenses for you; games, movies, leisure, clothes, whatever. (If you’re in entertainment, especially as an artist, you can often write off expenses for any entertainment as a business cost. More on that later.)

That number is the absolute minimum amount you need to make per year to simply survive. Games, movies, leisure, clothing, and all the rest are necessities to make sure you don’t burn out, you can leave your house, and you don’t starve. Those are very important, and not some sort of fluff expenses.

Now tack on another 25–40%.

This is important. Do not skip this!

This is roughly how much you are going to end up paying in taxes in many jurisdictions. In this US, this should account for federal and state taxes. Some municipalities also charge tax at the city level. Check your state and local websites or government tax agencies for more details; this can change on a city-by-city basis, and it’s important to know your local laws.
[tweet_box]A Short Guide to Freelance Rates – and what to charge for your work:[/tweet_box]

YOUR DAY RATE

Ok, time to get to back to the formula from the start:

[expenses] / 261 = day rate

261 is the approximate number of work days per year. But that’s way too simplistic. This doesn’t account for holidays, vacation, sick days, etc. Holidays, vacation days, and sick days aren’t just a luxury; you need them so that you don’t burn out.

Subtract at least 5–10 days for holidays

Subtract at least 10–20 days for vacation

Subtract at least another 5–10 days for sick time

Being fairly liberal with these numbers, call it roughly 30 days total that you’re subtracting from the 261 work days. Time to update the formula.

[expenses] / 231 = day rate

We can continue with hard numbers and make this a little easier to understand. Say the number you came up with is $60,000/year (which is low, but it’s a nice round number). That makes things look like this:

$60,000 / 231 = day rate

or

$60,000 / 231 = $259.74

If you want to make $60,000 per year, you need to charge a day rate of at least $259.74, and you can’t dip below that.


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ADDITIONAL RATES

Now that you have a hard number for your day rate, you need to come up with additional rates for:

  • Revisions
  • Rush jobs
  • Per asset rate
  • Hourly rate

…and finally, my favorite:

  • A**hole rate

Each of the above should be different, and be exact. Don’t round these to the nearest 10, or nearest dollar, or anything along those lines. Give exact numbers to show you’ve actually calculated how much these things cost you and the client.

Some pointers for your rates:

  • Revisions should be more than your base rate, and by a minimum of roughly 25%. Make sure the client knows it costs both you and them time and effort.
    Many contracts will specify how many revisions are included in the contract. If it doesn’t include revisions? Probably a bad contract.
  • Rush jobs should not be taken lightly. Don’t be afraid to charge an additional 50–100% for a rush job, and make sure the client knows the percentage is going to go up the faster they want something.
  • Per asset rate is based on how long you know certain tasks take. If a specific task will take only 2 hours, divide your day rate by 4, and then tack on a percentage to make it worth your time.
    For large orders of small assets, lower the % so your client has an incentive to give you more work. People love discounts!
  • Hourly rate is generally only for things like consultation, appointments, etc. It’s also good for getting an annoying client off your ass.
    Divide your day rate by 8 and then crank up an additional percentage based on how much you hate the client.
  • A**hole rate is what you charge for jobs you simply do not want to do. Make it at least twice your usual rate, and itemize any costs for additional time, materials, research, etc. required to get the job done. Use your hourly rate for any itemized additions.

Based on the previous $60,000 figure (which, again, is pretty low), here are some VERY ROUGH numbers for the above:

  • Revisions = $324.68 / day
  • Rush jobs = $519.48 / day
  • Per asset = $40.58 / hour
  • Hourly = $40.58 / hour (and gradually increasing)
  • A**hole rate = $519.48 AND UP per day + hourly

PROFITS AND SPORADIC WORK

There are two more points to consider after you’ve calculated the above numbers:

  • Are you profiting from your work?
  • Are you getting consistent work?

Calculating rates isn’t just about figuring out how much you need to survive — it’s also about planning for your future! Making money without getting some sort of profit means that you’re only going to be able to survive paycheck-to-paycheck. If those paychecks are sporadic (a common occurrence for freelancers!), then you’re going to need a little padding to account for dry spells.

To make sure you’re actually able to put something into savings, a retirement account, or a simple rainy day jar under your bed, make sure to add on a percentage to any of your rates.

I’d recommend adding at least 15%–25% to each of your rates if you find yourself with very sporadic work, or rates that aren’t paying the bills.

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

 

Want to know more audio pricing? Ryan Ike has written a guide on audio pricing, and how to get it right, here + one on whether you’re getting paid enough for your audio work. Also check out Kate Finan’s in-depth guide on how to set – and get – the right price for your audio work here. Considering working for free? There are 7 alternatives to working for free here.

CONSIDERING TAXES

Now, think about the taxes you’re going to need to pay. Every month, you should put away some money to pay taxes since freelance clients won’t withhold taxes for your paychecks. If you’re in the US, you’re probably going to be paying 25–40% taxes on all freelance income, and additional for any residuals or royalties.

One great thing about figuring out your taxes is figuring out the costs you can deduct from them. In the US, this is probably going to be a maximum of around $12,000. That means you can spend $12,000 on job-related expenses and then have that amount eliminated from tax you pay.

If you’re a freelance artist, that money could be for anything from art supplies to toys. You can write off entertainment, books, games, movies, etc. as reference and research material. If you go to a con, see if you can write off your travel and tabling expenses.

Write off any mileage you put on your car. This often ends up being more effective than writing off the gas and repair costs, and insurance is usually a separate write off. Write off other equipment, including your computer, and do that yearly if you continue using it. Most equipment will have a yearly depreciation value, and the amount you can write off per year decreases as the equipment ages.

If you work from home and have a work space, you can deduct a percentage of your rent and utilities from your taxes. If you use your phone, computer, iPad, or other electronics for work, the costs associated with those can usually be deducted as well.

Basically, anything work related can end up saving money on your taxes. Milk the hell out of that.

Finally, I highly recommend spending the money to see a tax professional. They’re expensive, but they can account for things about which you’re unaware, and the cost of hiring a tax pro often saves more money than you will spend on having them do your taxes for you. They’ll also be able to give much more detailed and specific advice on the types of write offs you can make, and give you some strategies you can use to save money or use your income in a smart way.

FINAL THOUGHTS

As a working artist who’s lucky enough to do this as a full time job, I’m begging you to not undercharge. People who charge lower than a standard rate end up lowering the expected rates for every other person in their industry, and that creates a race to the bottom as more and more people charge less and less.

Charge what you’re worth, charge enough to live, and charge enough to make sure people know you’re serious.
 

A big thanks to Xavier Coelho-Kostolny for his thoughts on setting rates as a freelancer!

 

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About Xavier Coelho-Kostolny:

Xavier has been a 3D character artist in the game industry for nine years, having shipped multiple titles from PC indies like Rust, to AAA console blockbusters like Marvel’s Spider-Man. He now works as the lead character artist at Magnopus on VR and AR experiences that merge research and development, games, education, and simulation. Learn more about 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:

  • Khron Studio - Spells Variations Vol 4

    Spell Variations Vol. 4 marks the grand finale of our magical sound series, delivering a diverse and powerful collection of spell effects. Inside, you’ll find summonings, blood spells, petrifications, healing spells, dark incantations, and much more!

    This volume includes 255 high-quality sound effects, organized into 27 distinct spell types, each with multiple variations (3 to 17) to ensure no spell sounds the same, even when reused across your project.

    Each spell type is carefully named and sorted into individual folders, giving you intuitive navigation and maximum flexibility for magical scenes, game effects, or cinematic transitions.

    Recorded, edited, and mastered in 192 kHz / 24-bit, these sounds deliver exceptional clarity and full adaptability for pitching, layering, or creative processing.

    A must-have library for professional sound designers seeking drag-and-drop magical sounds for video games, trailers, animations, or any audiovisual production.

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding magical sounds [Use them again & again
    Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – Totally mono compatibility
    – All sounds have several variations.
    – Use your imagination and feel free to use any sound for a creature other than the one described, remember that the world of sound is totally subjective.
    – For any questions or problems: khronstudio@gmail.com

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    Unleash pure audio carnage with OVERKILL – a brutally detailed 5.7 GB sound library featuring 3390 hyperreal gore sound effects across 607 files. Whether you’re designing subtle, skin-crawling tension or full-blown splatter mayhem, Overkill gives you the raw, visceral tools to cover the entire spectrum of gore – from nuanced realism to over-the-top brutality.

     

    DESIGN KIT (360 Sounds – 60 Files)

    A collection of brutally crafted, drag-and-drop sound effects, organized into game-ready actions and categories.

    • Stab: Precise, piercing attacks with bladed weapons like knives, daggers, and swords.
    • Hit: Brutal strikes using blades such as machetes, katanas, and sabres.
    • Cut: Clean or messy slices delivered by weapons like katanas, knives, machetes, and sabres.
    • Slam: Heavy, crushing blows with blunt weapons like warhammers, morning stars, flails, crowbars – and even axes used with brute force.
    • Crush: Full-on head or body crushes – whatever happens when too much pressure turns flesh and bone into pulp.
    • Explode: Full-on body explosions – when guts, bones, and blood violently erupt in every direction at once.

    All of these categories are featured in both a realistic, organic style and an exaggerated, highly stylized, over-the-top version.

    In addition the Design Kit features Projectile Impacts from Guns, Shotguns and Arrows.

     

    BUILDING BLOCKS (384 Sounds – 64 Files)

    The goal behind our Building Blocks is to provide pre-designed sound layers that streamline your workflow. We’ve created straightforward, easy-to-use categories that let you quickly build new sounds or enhance your own designs.

    All following categories are available in both Wet and Dry:

    • Impact: Ideal as punchy sweeteners for heavy weapon hits and brutal moments.
    • Whoosh: Quick, clean lead-ins to enhance any kind of gore sound.
    • Crack: Perfect for highlighting the snap of shattered bones and broken bodies.
    • Tail: Drag and drop to add lingering, gruesome sustain to your gore effects.

     

    CONSTRUCTION KIT (2653 Sounds – 483 Files)

    For our Construction Kit, we wanted to give you the best of both worlds to meet (or should we say meat) all your needs. You’ll get cleaned raw recordings for full flexibility in your own processing, plus pre-processed and layered sounds to spark creativity, fuel inspiration, and give you everything you need for hyperrealistic gore design.

    Our Construction Kit includes:

    • Blood: Vile drips, juicy splatters, and bone-chilling squeezes.
    • Gut: Rich with drops, impacts, squishes, and visceral movement.
    • Flesh: Brutal impacts, rips, strains, and movements.
    • Bone: Crisp breaks and sharp snaps.
    • Texture: Hyperrealistic wet and dry constant textures.
    • Weapon: Resonant metal slices, stabs, and hits, as well as whooshes for weapon hits and ricochets.
  • Destruction & Impact Sounds Metamorphosis Play Track 2328 sounds included $190

    Metamorphosis is a huge collection of recorded source, synthesized material and hybrid sounds. The library was created to cover a wide range of themes, with rich textures, aggressive impacts and a large selection of pass bys, bass drops, pyrotechnics and many more types of material.

    All of the Recorded Section was captured at 384KHz with microphones capable of recording up to 200KHz among with more conventional mics. The resulting assets are sounds that can be stretched to new extremes for greater sound design opportunities.
    In many cases I took the liberty to slow down the assets while editing the sounds to deliver what I thought was the most useful version of a given recording though in most cases I have also included other takes at the original 384KHz sample rate to get the best of both worlds.

    All of the Synthesized Content was created in Serum while the Hybrid Section was created by manipulating the Recorded and Synthesized sounds.

    Techniques such as morphing were used to blur the lines in between the nature of the two sources, making for ambiguous yet extremely versatile material that can be employed on both realistic and abstract designs.

    Bonus: Two extra libraries included for free:
    This library also includes two additional releases from Mattia Cellotto - for free: Crunch Mode delivers 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust and a selection of frozen goods. The Borax Experiment gets you 158 squishy, gory, slimy and gooey sounds.
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Bundles World Ambiences Play Track 567 sounds included $199

    344 Sound Effects proudly presents World Ambiences, a masterfully crafted collection capturing the sonic essence of some of the world’s most iconic destinations.

    This bundle invites you to explore curated ambiences from around the world, captured by our dedicated in-house team. After countless hours of fieldwork, World Ambiences delivers rich, detailed recordings from the USA, Brazil, India, Macao, Hong Kong, Japan, Spain, the Netherlands, Iceland, Greece, Bulgaria, Romania, and Serbia.

    Experience the vibrancy of American life, from bustling markets in Orlando and serene forests in Connecticut to the urban-rural blend of Washington and Oregon, including rainforest wildlife, farm rides, ocean scenes, and Portland’s city buzz. Not to mention the iconic pulse of Chicago, subway rides, and classic American traffic.

    Hear the natural chorus of Brazilian cicadas, then cross to East Asia for markets, public spaces, and coastal cityscapes from Japan, Hong Kong, and China. Head further west to India, where the lively soundscape includes highways, temples, busy streets, train stations, and atmospheric public spaces.

    In Europe, soak up the energy of Madrid’s Casa de Campo and Atlético fans, or discover the charm of Amsterdam’s city center. For a quieter touch, the lush Irish countryside awaits. Eastern Europe offers a rich mix of city life, traffic, wetlands, and hotel ambiences from Bulgaria, Romania, and Serbia. And finally, experience the coastal beauty of Crete and Iceland’s waterfalls, town centers, beaches, and geothermal eruptions.

    Carefully crafted over time, these sounds have supported top-tier professionals on projects for Netflix, Warner Bros, Activision, Infinity Ward, the BBC, and more.

    With 43GB+ of content and 567 professionally recorded ambiences in 24-bit, 48kHz, and 96kHz, World Ambiences gives creators the tools to build authentic, immersive global soundscapes.

  • Environments & Ambiences Sub-Antarctic Winds Play Track 108 sounds included, 319 mins total $150

    A powerful collection of 108 extreme wind ambiences, recorded on a remote sub-Antarctic research station in the Southern Ocean by Andy Leeder.

    Ranging from 50 to 150km per hour gusts, Sub-Antarctic Winds delivers raw recordings of both interior and exterior storms — including howling winds with open doors, turbulent gusts outside, and reverberant building-shaking hollows.

    Captured over a full 12 months, you’ll hear the strongest southern ocean winds and storms of the year. From locations across the island, inside a vast array of research station structures, and outside in the elements among the cold, sands and tussocks.

    These wind ambiences will be perfect for setting the scene in wild weather films, games and other projects. They impose a powerful environment and lend authenticity to any extreme moment you create, indoors or outdoors, or even otherworldly winds with recordings from unique research station locations.

    14 %
    OFF
  • Hello Creators!

    Here’s my new pack: “Fantasy Combat Sounds – Volume 02“



    Fantasy Combat Sounds (volume 02)  ·  The Sound Guild


    The approach for this pack was to create some special weapon & combat sounds suitable for RPG/Fantasy video games (although this sounds can be used in different audiovisual creations)

    In this pack there are: 

    – Slashes, magic swords, different special attacks…
    – Impacts, hits, magic impacts, etc…
    – Arch sounds

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were edited in Logic Pro X, almost no processing was made, it was mainly editing the recorded material but also I used the plugin “Phaseplant” as a sampler.

    Check all my packs on Asoundeffect

    50 %
    OFF
  • Bundles Musical Textures Play Track 863 sounds included $179

    Experience the fusion of music and sound design with, Musical Textures, the latest cinematic sound effects bundle from 344 Audio. This collection reimagines musical instrument recordings as rich, expressive sound design elements, delivering an inspiring toolkit that bridges the worlds of music and filmic storytelling.

    This is not a music library — it’s something tonal, textural, and uniquely crafted to bring musicality into the realm of cinematic sound design.

    After months of tireless work, the 344SFX team, (with the involvement of skilled musicians), captured performances from electric guitars, bells, chimes, gongs, harps, percussion and more, then meticulously transformed them into a stunning range of designed assets. The result is a library that blends musical expression with cinematic sound design, delivering sounds that feel both organic and otherworldly — ready to enhance emotion, tension, and atmosphere across your creative projects.

    Inside, you’ll discover a rich tapestry of cinematic textures: swelling risers sculpted from cymbals, thunderous hits shaped from singing bowls and percussive elements, and sharp, melodic stingers inspired by East Asian instruments. Long, enveloping drones, crafted through inventive sound design — add tension and atmosphere, while deep subs, lush pads, ethereal ambiences, and harmonic tonal beds bring emotional depth and tonal complexity. You’ll also find a selection of short, expressive musical performances, ideal for transitions, title cards, or scene changes that call for a nuanced, human touch.

    Whether you’re building transitions, accenting key moments, or shaping immersive soundscapes, Musical Textures adds tonal richness and cinematic character to your design palette.

    Every sound has been meticulously crafted by our in-house audio artisans, making this library ideal for sound designers working in film, television, trailers, and games.

    With 863 sound effects, totaling 30.4GB, and delivered in both 24-bit / 96kHz and 192kHz, each file is embedded with UCS metadata for easy integration into your workflow.

    Musical Textures is your toolkit for expressive, tonal, and cinematic sound design, where instruments become atmosphere, and melody becomes motion.

  • Bundles Ultimate Horror Play Track 1550 sounds included $199

    The Ultimate Horror sound effects library from 344 Audio is designed to empower creators with the spine-chilling elements of horror.

    With high-quality recordings, this collection has everything you need to fill your projects with intense gore, eerie atmospheres, and heart-pounding jump scares. Perfect for emulating a haunting ambience, or providing gruesome creature sounds for a zombie apocalypse film, this collection ensures your projects will never lack the terrifying sonic textures they deserve. Make your work truly unforgettable with the Ultimate Horror sound effects library — the essential collection for any slasher movie enthusiast.

    This library contains over 1,500 individual files to choose from and is embedded with UCS Metadata. Don’t delay, fill your collection with these essential horror sounds to keep your audience on the edge of their seats!


   

One thought on “A Short Guide to Freelance Rates – and what to charge for your work:

  1. Don‘t forget to add about 20-50% of overhead, administration, business development, looking for jobs. It‘s pretty normal you have to go to conventions to meet people. Time you don‘t sit in the studio invoicing clients. Also, you usually don‘t have contracts back to back. You‘ll finish up one, then spend some days looking for the next one if you‘re no highly sought after rock star. You‘ll write emails asking people if they need sound, research potential clients, or write up an invoice for your last job. Or figure out how this new synth or plugin works. Time you cannot invoice anybody. I figure I spend at least 30% of my time with looking for jobs, administrative stuff, invoicing, book keeping…

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