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Post by Lady Stardust ★ on Apr 9, 2017 18:27:30 GMT -8
Hi all, I've seen some discussion going around regarding how to handle voice commissions, indie game rates, etc. I've done this type of work at special rates for a few years, and recently put together an updated list of my own rate guide and policies for you guys to take ideas from if you'd like. A lot of these were made based on experience to cover myself in terms of producers who expected unlimited numbers of revisions, 5 takes per line all split up, etc. You may want to go looser on your own policies until you get more established, and that's totally fine! Please note: there's no one right way to do this or right rate to charge. Some people charge by word, which is perfectly okay - I just prefer by line because it makes it easier to count up the lines and give them a price quote. Also, my rates are a bit higher now because of my current resume and years of experience---$1 per line is a more common rate which is what I did up until this year, but again, you have to determine what you think you're able to get. "Why so low?" is another debate among the community that surfaces whenever indie work is discussed. My answer is that having a special rate in place provides a break to upcoming/independent content creators who are making stuff on the Internet largely out-of-pocket or with some crowdfunding, and simply can't afford to pay $75-$200/hour for voice work. I include a clear disclaimer that these rates are not for commercial projects. There is also some talk about whether crowdfunded indie games and monetized YouTube videos should be charged at a higher rate than say, a personal or student nonprofit project, but for now, I have them all the same for simplicity's sake. My document: kirabuckland.com/indierates.pdf
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feliciavoices
Member
 
New email: feliciavalentivo@gmail.com
Posts: 48
I Am A(n): Professional Voice Actor, Singer
Pronouns: she/her
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Post by feliciavoices on May 18, 2017 14:33:58 GMT -8
Thank you this is so so useful! I've been using the GVAA rate guide but its been scaring off indie devs/animators and I had no idea where to put my pricepoint.
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