Wages for creating cutscenes from existing assets?

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3 comments, last by anttoo 10 years ago

If you've already created the scripts, the assets, and an easy to use system for creating cutscenes, how much would you charge someone to make simple cutscenes using that system?

For example, let's say that all the user has to do is write something like this for every line of dialogue with actions,

dialogue = "Take this!"

mugshot = 2

dialogue_action = 4

end_of_dialogue_action = 1

screen_effect = 4

..Using a cheatsheet, like

---dialogue_actions---

1 = wave

2 = shake head

3 = surprised

4 = punch speaker

etc..

Ideally I would do a lot of the important cut-scenes myself in more depth, but it would help to have someone do cutscenes for side-quests or unimportant npcs, so that my time could be better spent on other things without sacrificing the quality of side-content.

For comparison, once I hire an artist I'll be paying them around $20-25 per hour, and that's for an experienced pixel artist. So what kind of wages should I expect to pay for some of the more "secondary" jobs that are time consuming, but not really difficult?

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Kyrieru, I was confused by your original post. Here's what you meant:

Subject: "How much should I pay for creating cutscenes from existing assets?"
If you've already created the scripts, the assets, and ... system ... how much would you pay [1] someone to make simple cutscenes using that system?
For example, let's say that all the junior scripter [2] has to do is write ...
etc..
For comparison, once I hire an artist I'll be paying them around $20-25 per hour, and that's for an experienced pixel artist. So what [deleted] [3] should I expect to pay for some of the more "secondary" jobs that are time consuming, but not really difficult?


You should pay no less than the minimum hourly wage of your country or region. Let's say, $10.10 is how much at rock bottom President Obama says the most menial worker should get. You probably won't get many takers at that. So the real answer is, "the amount you can afford that the applicant will accept." Surely no less than $15 per hour.

[1] The word "charge" is backwards. The worker is charging you for the work he does. You don't charge him for doing work for you.
[2] The word "user" means "the customer" -- the person who'll be buying your game and playing it in the end. The term for the job you describe is "junior scripter."
[3] I felt that the word "wage" implied a full-time relationship, with the employer making deductions for taxes and federal benefits, assuming a much more formal relationship than what it sounds like you're proposing.

-- Tom Sloper -- sloperama.com

Yeah, that's more less what I figured I'd be paying.

As long as I make the system easy to use, or even make an editor, work should go pretty quick, and a just few hours will go a long way. $15 is pretty reasonable when you can consider it not only paying for work, but buying yourself time to work on other things.

Well, if nobody is willing to do it for that, you might have to pay more. Be prepared to negotiate.

-- Tom Sloper -- sloperama.com

If you've already created the scripts, the assets, and an easy to use system for creating cutscenes, how much would you charge someone to make simple cutscenes using that system?

For example, let's say that all the user has to do is write something like this for every line of dialogue with actions,

dialogue = "Take this!"

mugshot = 2

dialogue_action = 4

end_of_dialogue_action = 1

screen_effect = 4

..Using a cheatsheet, like

---dialogue_actions---

1 = wave

2 = shake head

3 = surprised

4 = punch speaker

etc..

Ideally I would do a lot of the important cut-scenes myself in more depth, but it would help to have someone do cutscenes for side-quests or unimportant npcs, so that my time could be better spent on other things without sacrificing the quality of side-content.

For comparison, once I hire an artist I'll be paying them around $20-25 per hour, and that's for an experienced pixel artist. So what kind of wages should I expect to pay for some of the more "secondary" jobs that are time consuming, but not really difficult?

Something else to consider is whether you want to employ somebody to do the work, or subcontract it.

Employment implies complications like taxes/employee rights etc.

In reality you probably mean to subcontract it, in which case you could pay piecework (set price per X completed.)

Not necessarily a wage (Y per hour for doing X.)

Subcontracting often puts you in more control, but obviously, your subcontractor may jump if the works too hard.

it may be worth looking at one of the online free lance websites?

Or possibly, offer the work to your subcontracted artist at a lower rate? They may swap a lower rate for security of work.

Ultimately it comes down to simple supply and demand with regard to the rate you decide!

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