But in this new Sound Opinions feature, Ryan Ike shares his thoughts on why you may be shooting both yourself and others in the foot by doing so.
Ryan is a game audio composer, but really, these thoughts can apply to anyone working in sound:
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I meet so many of you who charge 50, 20, 10 percent of what you should be, and either donโt know it, or do it because you think you have to. Want to know a secret?
Youโll get better clients/more high-profile gigs if you charge MORE, not less. Iโll explain:
First off, Iโm going to talk about a few negative experiences Iโve had, but Iโm not naming any names. Iโm not here to shame anyone specific or target anybody, just to share my side of things.
When I was starting out, like most game audio folks, I was charging a fraction of what I shouldโve been, even as a beginner. I thought I needed to โpay my duesโ and โwork my way up.โ And to an extent thatโs true; you increase your rate as your work gets better and better. When I did get a fair wage or percentage share, it was really only when devs who were already fair people offered it. I probably wouldโve worked for dirt on Gunpoint because I didnโt know any better. Luckily, Gunpoint game designer Tom Francis was way too nice to let me do that to myself.
But between projects like that where the dev offered fair compensation, there were plenty of jobs where I super lowballed myself. Iโm not saying the devs who accepted those low proposals are bad people, btw. Most were also broke, and needed a good deal where they could get it. When I look back at the projects in my career that were the most stressful, where clients were least respectful of my time or had unreasonable demands, thereโs one throughline: on every one of those projects, I majorly undersold myself because I wanted to get the gig.
When I look back at the projects in my career that were the most stressful, where clients were least respectful of my time or had unreasonable demands, thereโs one through-line: on every one of those projects, I majorly undersold myself because I wanted to get the gig.
Iโm talking clients calling me on weekends or late night, when I donโt work unless itโs crunch. Demanding I get music to them on holidays, on vacations. Asking for absurd amounts of music on no deadline.
โCan you score this 4 minute trailer in 2 days?โ
โUmโฆsorry no, thatโs a couple weeks worth of work at least, and thatโs with no revisions.โ
โOk well, we really need it by then. We can push it back I guess, but thatโll really hurt our scheduleโฆโ
And always, ALWAYS, these clients wanted tons and tons of revisions, way outside the normal amount. Often, theyโd ask for something without really thinking about it, or deciding if it was what they wanted at all. I would end up scrapping weeks worth of work on a whim.
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[tweet_box]How to get game audio pricing right โ by Ryan Ike:[/tweet_box]
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If this sounds familiar to you, letโs talk about why this happens. When you charge super low, youโre saying youโre not worth being treated like a pro. You donโt charge like one, so why should they treat you that way?
You immediately give the impression that youโre an amateur or a young kid looking for their break, even if youโre not. Even if youโve never had a gig, if you can do the work, you should charge whatโs fair. If not, clients see it as them doing you a favor, not a partnership. Again, not everyone is a predator or out to scam you, and a lot of this can be subconscious, but it is there. When you charge low, youโre going to end up doing a hell of a lot more work for way less money. A lot of our industryโs burnout is linked to exactly this thing.
Even if youโve never had a gig, if you can do the work, you should charge whatโs fair. If not, clients see it as them doing you a favor, not a partnership.
I know it doesnโt sound like it makes sense, but if you charge more, thatโs when you start getting clients who respect your time and talent. Why? Because theyโre paying for it. You donโt hire Hans Zimmer and then micromanage him, you let him do his thing.
Similarly to when you lowball yourself, charging a fair professional rate sends the message that youโre confident, that you can do the job, and that this is a business partnership, not an internship.
My pal Akash Thakkar has publicly stated numerous times that he got hired for Hyper Light Drifter โ HYPER LIGHT F*****G DRIFTER โ because he asked for the most money. The devs literally told him that was the reason. AAA sound people were begging to do it for free, they picked him.
For me, Iโve been super lucky to work with amazing people who totally respect my time. These include, though theyโre far from the only ones, Johnnemann, Asymmetric and Nerial to name a few. The link is they all were willing to pay a fair wage, or at least negotiate to whatโs doable.
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Youโre still going to have edits and rewrites and all that stuff, sure, but the difference is theyโre all under an umbrella of respecting the stuff they hired you to do. Devs who pay well actually take time to think about how their demands will affect you.
So Iโm begging you, if you wonโt charge whatโs fair simply because your work is worth it and you should, do it because youโll just have a much healthier, happier time at work. We make video games, for Christโs sake.
Oh, and someone just reminded me, this doesnโt just help you, it helps EVERYONE. You get paid and respected more, your clients get better work because youโre not submitting to neurological science experiments to pay rent, and it sets the standard that audio is worth paying for.
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โข How to Set (and Get) the Right Price for Your Audio Work
โข 10 Essential Tips for Game Audio Freelancers
โข How to be a successful sound designer โ with Scott Gershin
โข 5 Useful Tips for Upcoming Sound Designers and Sound Editors
โข Building a successful audio post studio โ with Kate Finan and Jeff Shiffman
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โข The โQuit Aspiringโ book โ by Adam Croft
โข Applying for a job in game audio โ by Matthew Florianz
โข Freelance Game Audio: Getting Started and finding work โ by Ashton Morris
โข Yet Another Game Audio Hiring Article โ by Ariel Gross
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โข Hand-picked audio jobs on Soundlister
โข Get the weekly Audio Jobs newsletter
โข Join the Audio Jobs Facebook group
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โข Get a free profile on Soundlister
โข Upload your demos to Soundcloud
โข Upload your demos to ReelCrafter
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โข Find game audio community groups around the world
โข Find interesting audio events around the world
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โข Get an audio mentor at the Audio Mentoring Project
โข Read the 100s of sound stories and guides here on the A Sound Effect blog (search for stories here)
โข Browse Industry Data: Game Music and Sound Design Salary Survey Results



