How much does is typically cost to hire an artist?

edited in Questions and Answers
Hi, I would really like to know how much it typically cost to hire a game artist. I know it depends a lot on the quantity of work and the skill level of the artist. It would be nice to get a ball park figure for say a sprite sheet with 5 characters 100 x 50 pixels for each character. Does it also depend a lot on the project? Are artist more likely to become involved in a project once they see a finished prototype ? New to the scene and would really appreciate some help regarding this. Thanks in advance.

Comments

  • Sourcing art is one of the most difficult things in game development, because there are many variables involved and many of those are subjective.

    The price you'll likely have to pay depends on:

    The artist's skill - which have many components, such as ability to draw, ability to invent, technical skills, ability to follow a brief, ability to follow consistent style - and many more. For a particular project, you may need only particular skills (for a 2D project, you would not for instance require 3D modelling, for example)

    The project requirements - which have many components, such as detail required, flexibility, artistic constraints (following an existing style, for example)

    You - ability to communicate your requirements, give useful feedback, flexibility. [You are a big factor when you pay per hour, for instance, where your skills may make things efficient or slow]

    The best way to get a "ball park" is to get some reference material (for instance, in your case a sprite sheet in a similar style / level of detail), and ask a few artists who you think are capable and whose work you like to give you a quote, making sure to give as much info as possible about additional requirements.

    I would imagine artists (as anyone else) will be more likely to get involved if (a) you look legit (i.e. look like you will pay) (b) have an exciting project. Having a prototype can help with both, but it's not required.

    For part (a) there are quite a few things that can make you more legit: be open about who you are (use a real name, post your company web site, give your cell number and address), be professional, share previous projects (even if they are in a different field), be open about your aims (a common scenario is trying to hide the fact that you are getting a tonne of money and then trying to get the actual work done for peanuts), never mention anything bad about previous artists that worked for you, and so on.

    Thanked by 1mattbenic
  • I feel that the main thing a prototype does is show the artist that you're (a) serious about making the game, and (b) probably capable of pulling it off. No one likes to sink a whole lot of time into someone else's project, and see it go nowhere.
  • Spritesheets vary: how many animations does each character have, how many frames does each animation have? What style do you want them done in? Give reference, so that you commissioned artist can estimate how many hours it will take to complete the project. Most of us freelancers quote based on time spent on the project, as time is our main resource (with the hours spent on your project, would that time be well spent from a financial point of view as opposed to having taken on another project instead).

    I don't know about others, but personally I'm committed to doing work that I'm proud of regardless of whether the project is going somewhere or not as long as my contribution to the project reflects well on me professionally. If the game goes somewhere, that's just a greatly appreciated bonus. If I am investing my time, unless it is for a charitable organisation, a personal challenge or a favour to a friend in need, it is my right to be compensated for my work.
  • Thanks for all the valuable feedback!
  • A suggestion to OP, this could be very valuable in the tutorial section instead of "jobs and portfolios" :)
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