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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Henrythetrain

Drafting your Bill as a Freelancer

5 posts in this topic

Hi guys,

Bit of time since I was last here but was looking for advice from the Freelancers (past & present), how do you go about setting prices for your work on projects? are there certain factors that always come into play.

I ask because I have been working for a gentleman doing sound for his Iphone game, I was under the impression it was unpaid but he contacted me yesterday and told me to estimate a figure for the work I have done I did no programing of audio into the game just sent him .Wav files, 4 sound effects and a small loop of menu music. This is my first time freelancing and basically trying to put a price on something I have created is what I'm finding tricky!
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time spent * your hourly rate.

Normal rates where i am is between 30 and 200 euro per hour. (depending on where you live you might have to pay taxes, social security fees, VAT, etc so take that into consideration when setting the price) (Some jurisdictions will allow some tax free income from hobbies which would allow you to use lower prices if you only do a couple of small jobs each year)
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[quote name='Henrythetrain' timestamp='1342695010' post='4960884']
1. Subject: Drafting your Bill
2. trying to put a price on something I have created is what I'm finding tricky!
[/quote]
1. You mean "writing your invoice." But I gather you are not actually asking how to write an invoice (you can just Google how to do that).
2. As Simon said, one standard practice is to use an hourly rate. The other is to use a per-piece rate (X dollars per minute of music, X dollars per sound effect, etc.). The rates Simon quoted you are extremely high for a novice to ask. Since you were expecting to do this work for free, you need to reply to "the gentleman" and ask him to make you an offer. He's asked you to name a figure first - your reply should be to ask him to name a figure. If you quote him 30 Euro per hour (which is very high for a novice), you might never hear back from him (he could just disappear on you).
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[quote name='Tom Sloper' timestamp='1342707366' post='4960942']
2. As Simon said, one standard practice is to use an hourly rate. The other is to use a per-piece rate (X dollars per minute of music, X dollars per sound effect, etc.). The rates Simon quoted you are extremely high for a novice to ask. Since you were expecting to do this work for free, you need to reply to "the gentleman" and ask him to make you an offer. He's asked you to name a figure first - your reply should be to ask him to name a figure. If you quote him 30 Euro per hour (which is very high for a novice), you might never hear back from him (he could just disappear on you).
[/quote]

I think this makes the most sense for my postion, thats the major concern for me at the moment (getting steady work from him) and as I was'nt expecting any money from this anyway it might be best for him to suggest a figure first Thanks for all the advice
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If your working with indie devs, I would advise against an hourly rate. It's much better, simpler, and more convienent, to get get paid by each track set in stone. An hourly rate is too much because who says your even working on the projects? You could be doing something entirely different with your time

I do agree with Tom Sloper, just work with the developer and ask what's his budget. That way you don't short change yourself and give yourself room to negotiate
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