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July 22, 2014, 01:18:06 PM
TIGSource ForumsDeveloperBusinessWhat should I expect to pay for graphics
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Author Topic: What should I expect to pay for graphics  (Read 2105 times)
FatBasic
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« on: April 22, 2013, 02:45:10 AM »

I am currently working on a fps game in my spare time, and I would like to find out how much it would roughly cost me for getting the sprites for the enemies and objects made.

I'm inspired by Wolfenstein 3D, and therefore I would like to represent the enemies and objects as billboards.
For the enemies I would need for left, right, front and back facing direction a walking animation and a standing/idle sprite. For the front facing direction I would also need a shooting animation (from a gun) and an animation for dying and maybe when getting hit.
Objects would just be a single sprite without animation.

What should I expect to pay for each enemy and objects?

The thread for the game:
http://forums.tigsource.com/index.php?topic=32785.0
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Cloudiest Nights
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« Reply #1 on: April 23, 2013, 08:03:18 PM »

Im no expert or amateur on the subject, but I think that many different artists will price themselves at different costs. Here's one company that does the art for AVWW2: http://heavycatweb.net/hcs/pricing.html They have prices for RPG sprite characters at 100+ dollars. This seems fairly high to me, though.
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ஒழுக்கின்மை
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« Reply #2 on: April 23, 2013, 10:06:42 PM »

that's average or even low, not high. i've seen much higher prices. for instance the indie game skullgirls paid something like $100,000 per character for its animation (although that was a fighting game and characters have a lot of frames of animation)
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FatBasic
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« Reply #3 on: April 24, 2013, 10:54:38 AM »

Thanks for the information.
If anyone got more links for prices on companies that does graphics please share Smiley
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SterlingDee
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« Reply #4 on: April 24, 2013, 12:22:51 PM »

I think the old adage, "you get what you pay for", holds true in this case. You can probably get graphics with your specifications for any price, really.

Do you want low resolution graphics to fit the Wolf 3d feel?
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surt
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« Reply #5 on: April 24, 2013, 01:30:05 PM »

If anyone got more links for prices on companies that does graphics please share Smiley
If you want good, consistent art I would probably recommend looking for an artist or two, rather than an "art" factory like that Heavy Cat appears to be (And seriously, a graphics company with a website that looks like that?).
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FatBasic
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« Reply #6 on: April 26, 2013, 04:02:38 AM »

Do you want low resolution graphics to fit the Wolf 3d feel?

I'm not looking for Pixel art Smiley

If you want good, consistent art I would probably recommend looking for an artist or two, rather than an "art" factory like that Heavy Cat appears to be (And seriously, a graphics company with a website that looks like that?).

You are probably right about it would be best finding an artist to do the job.

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Pandara_RA!
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« Reply #7 on: April 27, 2013, 08:19:15 PM »

that's average or even low, not high. i've seen much higher prices. for instance the indie game skullgirls paid something like $100,000 per character for its animation (although that was a fighting game and characters have a lot of frames of animation)

That really doesn't sound right at all.
I mean they'd have to be fudging the numbers there or that quote is incorrect. it says they only need say 30k for animation contracting in indie gogo, so I can't imagine it being 3x more.
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Muz
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« Reply #8 on: April 29, 2013, 10:35:18 PM »

They have prices for RPG sprite characters at 100+ dollars. This seems fairly high to me, though.

How is that high? $100 is about a day's salary.

You might say, hey, I can draw a sprite in an hour. But they have to discuss with the client to settle on the requirements (how big is the sprite, what palette, what's the feel of the game, hair color, bra size, etc). This takes hours, even when rushed. And they have clients who are cheap and retarded and complain that they want at least 10 frames for each animation. This takes more time. Then some clients will decide something else completely and change requirements every week. This takes months if the client is not fired.


Personally, I find that outright paying people for individual art (or code or whatever) doesn't work. Incentive kills creativity, they'll just blaze through their job and hand it to you as long as it meets your "requirements". Pay them for their time and give them creative space.

Discuss the game concept with artists. Do this with people in a community, like TIGS or DA or whatever. Find someone who thinks "OMG that's a great idea, I'll even work for free if I had free time". Find out what they're paid, put them on a weekly/monthly salary, slightly higher than what they expect. Sit with them (or skype), give them regular feedback about what you really like or dislike, until both of you are thinking the same thing.

Freelancers don't work because you're often expecting the freelancer to read your mind. They can't. Both will waste time. Both of you have to do concept art & design together, and that's not something you can easily pull off with most (cheap) freelancers.
« Last Edit: May 01, 2013, 11:50:05 PM by Muz » Logged
Rocket
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« Reply #9 on: April 30, 2013, 11:23:07 AM »

They have prices for RPG sprite characters at 100+ dollars. This seems fairly high to me, though.

How is that high? $100 is about a day's salary.

You might say, hey, I can draw a sprite in an hour. But they have to discuss with the client to settle on the requirements (how big is the sprite, what palette, what's the feel of the game, hair color, bra size, etc). This takes hours, even when rushed. And they have clients who are cheap and retarded and complain that they want at least 10 frames for each animation...

Well that does seem high to me they specifically state 4 directions 3 frames per animation.  The quality also doesn't seem there to me, the website looks tacky etc...  Also if you aren't paying someone you can expect them not to stay very long.
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ஒழுக்கின்மை
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« Reply #10 on: April 30, 2013, 12:09:55 PM »

4 directions with 3 frames of animation is still 12 total frames. assuming each frame can be done in half an hour, that's 6 hours of work (plus the discussion stuff and modifying it to the game developer's liking)

$100 is not "expensive" for 6+ hours of work; it's about below-average wage for skilled professionals, and only slightly above minimum wage
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Gregg Williams
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« Reply #11 on: April 30, 2013, 05:47:22 PM »

Yeah somehow people always forget that professionals often are or can be making essentially 35-50 an hour working for a company while also getting tons of benefits and other perks. (At least in the USA) Freelancing prices are often higher than full time salary style employment, given lack of benefits, biz expense, and additional taxes.

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Rocket
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« Reply #12 on: May 01, 2013, 09:32:10 AM »

4 directions with 3 frames of animation is still 12 total frames. assuming each frame can be done in half an hour, that's 6 hours of work (plus the discussion stuff and modifying it to the game developer's liking)

$100 is not "expensive" for 6+ hours of work; it's about below-average wage for skilled professionals, and only slightly above minimum wage

That is a big assumption though, 3 of those frames are just flipped versions of the other, and there are only 3 unique base frames with 6 modified version of those 3 base ones.  Back in my RPG Maker 95 days I used to create on walking animated sprite in about an hours time.  Multiply that by two for some padding and that's 50$ an hour.  I personally think 6 hours for a 32x32 sized frame of a standard RPG type sprite is toooo much especially for a professional.

If i paid 110$ for one of these sprites http://heavycatweb.net/hcs/resource/sprite-2.jpg I would be highly dissatisfied
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John Sandoval
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« Reply #13 on: May 01, 2013, 09:52:23 AM »

yeah but those sprites are not exactly professional tier
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Muz
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« Reply #14 on: May 01, 2013, 11:48:35 PM »

They have prices for RPG sprite characters at 100+ dollars. This seems fairly high to me, though.

How is that high? $100 is about a day's salary.

You might say, hey, I can draw a sprite in an hour. But they have to discuss with the client to settle on the requirements (how big is the sprite, what palette, what's the feel of the game, hair color, bra size, etc). This takes hours, even when rushed. And they have clients who are cheap and retarded and complain that they want at least 10 frames for each animation...

Well that does seem high to me they specifically state 4 directions 3 frames per animation.  The quality also doesn't seem there to me, the website looks tacky etc...  Also if you aren't paying someone you can expect them not to stay very long.

Ah, right, I just looked there and saw the quality. But I suppose $100 is about right for a cheap, mass produced sprite.

Another approach might be just to go to a school art club and pay them & train them to do sprites. Maybe check your country's laws on child labor, lol. But I would've loved it if an indie developer came to me and offered $100 just to do a four directional sprite.
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