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The Game

Industry
Professional

Akash Thakkar
The Game Industry Professional - eBook Excerpt

Getting Paid Gigs

WHAT YOULL LEARN IN THIS EXCERPT Getting (PAYING) Gigs


Now, judging from what I keep hearing from my email list, the vast majority of you
1. How to start getting paid gigs
are interested in getting some new gigs under your belt. Namely, gigs that pay you
2. How to focus your eorts toward getting some of that sweet sweet money.
the right gigs for you
This can be one of the most mixed up, controversial, and terrible parts about work-
3. How to start thinking about money ing in game audio, so hopefully we can demystify this process a little bit for you.

Now, so you're aware, this advice will be skewed toward those who are currently (or
planning to be) freelancing in the game industry. Of course, if you already work at a
company, you would be paid hourly or be on salary. If you need some help for nego-
tiating in this respect, I highly recommend the book Nail It by Ted Leonhardt.

That being said, even if you do want to work at a game company eventually, work-
ing as a freelancer for a bit can give you the experience you need for a company to
bring you on board.

Who do you want to work for?


Here's what most of us tend to think when we're working in game audio:

"I'll work with anyone. I just need to work on something!"

While this doesn't sound like too bad of an idea to get some experience, it can be a
massive waste of your time and actually result in you getting less work.

So what do we do instead? We need to determine exactly who we want to work for


so that we can spend our energy wisely.

Copyright 2015 Akash Thakkar 1


Imagine if you knew exactly which prospects to target before going Wait, but why?
to a networking event. If you know who you want to work for, then At this point, most of you are probably wondering what the point of
you can focus on those people and ignore any other distractions. all of this is. You're also likely wondering why money hasn't started
Using the two-qualifier method falling from the sky yet.
We're going to learn about something that is used often in the busi-
ness world to narrow down target demographics. It's called the Well now that you have a type of developer you would like to focus
two-qualifier method. on, you now have a somewhat clearer view of what sorts of steps
you should take in the future.
This method simply allows you to quickly and easily show you
what type of prospects you'd like to work with. The formula works For example, I have absolutely no desire to work for a big game
like this: studio. In fact, I turn all offers from bigger companies down. Be-
cause of this, I can wisely spend all of my energy working on my
[Type of prospect] who are [qualifier #1] and [qualifier #2] indie freelance career.

So for example, you might have two-qualifier statements that look But, if you do eventually want to work for a bigger company, your
like this: steps will be completely different. You would likely create a differ-
ent set of demos, work for different types of games, and look in
Indie developers with teams of 2-50 people on the West Coast of other places for your next gig than I would.
USA/Canada.
Simply put, your two-qualifier method will help you determine all of
AAA game studios that make first person shooters and have audio this, even if you don't have the luxury of picking your clients just
budgets of at least $100,000. yet.

So you know, your qualifiers and type of person can be basically Alright, let's talk about money
anything. You can pick qualifiers depending on location, budget, Creative people suck at making money.
game engine, timelines, or whatever else you can think of.
Why?
And as a last word on this, you do not need to adhere 100% to
your two-qualifier method right away! This is used simply as a Because none of us are comfortable talking about it. Simple as
guide to make sure you get where you want to go. If you're just that. We use phrases like "oh, the money doesn't matter", or
starting out, and want to work for games that have budgets of freeze when people ask "so how much do you charge?" before we
$200 million, then your two-qualifier method will steer you in the stammer out a useless response.
right direction so that you can take the small steps necessary to
get there.

2
Of course it matters. We need to eat, after all. In this section, we'll This shows that you're more than just about the money. You really
be covering how to ask for money, thus becoming more comfort- care about being the best person for the job. It shows that you
able talking about it. don't say yes to just anything (even if you currently do). You can
then keep chatting about the game, then follow up later via e-mail,
So how much do you charge? or at a client meeting.
Let's learn about a way to give confident quotes that are both fair
to the client, while also getting you enough money to pay for your Scenario 2: E-mails or client meetings
second Tesla.
Now, when you're meeting face-to-face with a potential client out-
So, there are a couple scenarios that can happen when someone side of a networking event, or speaking to them over e-mail, then it
asks "What are your rates?" can be a different story. That's when you can give them your
quote.
Scenario 1: At a networking event/local meet up
Some advice about charging as a freelancer: Almost every client
You might start running in to this question fairly frequently at meet you will encounter will much prefer being charged a flat rate. None
ups as you start networking more and more. If this happens to you of this $1200 per minute of music or $40 per sound nonsense.
and you do not know these people super well, or you know very Nothing hourly. Just a flat fee.
little about the game, then stop. Do not give them a quote under
these circumstances. Talk about the money later! This is simply because the client will know exactly how much
money they'll have to part with up-front. It won't feel like they're
Why? Simply because you won't be able to provide any sort of ac- writing you a blank check. Although people will tell you it's "indus-
curate statement about money at this point. If you know very little try standard" to charge a per rate (per minute, per sound, etc.),
about the game, their deadlines, their budget, etc. then it will be know that there really is no standard and this method will make it
difficult to give any sort of accurate quote. as easy as possible for clients to pay you.

So, here's a script for you that you can use to defer the money con- Now, on to how to quote. This is one of the most simple and effec-
versation to a later time: tive ways to get a fair payment without undervaluing yourself.

"I would love to chat about my rates, but I'd like to hear more Here's are two scripts for you:
about the project to see if we'd be a good fit for each other first."
"For this kind of project, my normal rate is [flat fee], but I know
Did you see the key words in there? you're a small indie studio, so how much of that number do you
feel comfortable paying?"
"A good fit for each other"

3
"For this kind of project, my normal rate is [flat fee], but I know This is totally fine. What you're doing when you first start charging
you're still unsure how much you'll be getting from Kickstarter, so more money for your services is filtering out low-paying clients.
how much of that number do you feel comfortable paying?" You're becoming more of a professional. It may take some time
and tweaking of your numbers to find the sweet spot, but this is
What this does is put the ball in their court. They see what your time well invested if you plan to make a living off of game audio.
normal flat fee is, and then can do their best to reach it. You'd be
surprised how often they meet, or get very close to your given Here's what to do:
rate. This assignment is more involved than the last one, so let's break
down what I want you to do for this chapter:
Now what you charge as your flat fee is completely up to you. Your
rates will also change from project to project. Here are a few Write out at least one two-qualifier statement to help you deter-
things to consider each time a new gig comes up: mine who you want to work for. Feel free to write as many as you
Deadlines want, however!
Overall game budget Write a script that you can use to defer the conversation about
If hiring subcontractors is required (live players, voice actors, money to a later time. It doesn't need to be perfect, but something
etc.) you can easily remember when the situation pops up.
Amount of sound/music needed
If this project will be fun to work on Let's review Chapter 2:
If you'll need to buy any new hardware/software for the project
Potential travel expenses In the last chapter, we started talking about how you can start get-
Anything else you can think of ting paid for your work. We discussed the two-qualifier method, as
well as reviewed some scripts that can help you out when it comes
While I can't give you exact numbers for you to plug-in, just know to charging for your work.
that this method will work in getting clients to pay you fairly. Do not
be afraid to overprice yourself when quoting your flat rate. Remem- Now, before we begin with Chapter 3, don't forget about your
ber, the ball is in their court, so they will do their best to meet your goals and systems! Apply them to each and every lesson. Always
rate in most cases. think "how can this chapter help me?"

You're going to lose clients Getting Paid Continued


Let's be honest here. Not every single client you run in to from Alright, let's answer some common questions about charging cli-
now on will be willing to pay you what you deserve. There will be ents:
times where people will choose a cheaper option, or balk at your
number and move on. 1. How strictly do you enforce 'right to request X amount of
changes' from clients? At what point (if ever) would you refuse to
make further changes on work you've provided?
4
Personally, I offer unlimited revisions to clients. That being said, I for as long as they please, but you will still retain the ownership/
can only do this because of the fact that I have developed a sense album rights.
of which developers I can trust. Generally speaking, most people
go with three revisions per asset, and then start charging more per 4. I wanted to get one part clarified about charging flat fees. When
revision after that. You can stipulate this in your contract, during a is the fee collected? When the contract is signed? After the game
meeting, or in an email before you get started. is finished? Half when the contract is signed and half when the
game is finished? Ive always been unsure about this.
2. How do you decide on flat-fee rates? Im assuming youd have
to hear what they want you to do and then would you make the cal- This can be totally up to you. It can be half up front and half later
culation or per minute or per sound effect, but without mentioning on, a third up front and two thirds afterwards, or all of it afterwards.
that to them? That way youre just giving them the flat rate rather It really depends on you and their budget.
than the open-ended amount?
Most of the time you'll get some portion up front, and some after
For determining flat rates, sometimes I do a calculation like you the game is done, however. It's quite rare to get the entire pay-
mentioned, and sometimes I just throw out a super-high number ment up front, though it's happened to me a few times.
and see how close they'll get to meeting it. If they have the
budget, they'll just pay me without batting an eye, or if they have --
less money and can't meet my amount, they'll give me some extra
concessions like longer deadlines. This marks the end of this excerpt. If youd like to continue reading
and get more free training, then sign up for my newsletter (which,
3. I would always want to retain the rights to sell my music. Is that if youre reading this, you likely already have) and check out my
something I specify when asking for money? Youtube channel.

Yes, you should definitely retain those rights! And yes, you will Youre also always welcome to get in touch:
want to stipulate that when you're giving your quote. Most every akash@akashthakkar.com
non-AAA studio will be totally okay with this.
Thanks so much! Ill talk to you soon!
There will be rare occasions where the studio will want to keep the
music rights to themselves. In that scenario, you can lower your -Akash Thakkar
rate a little bit in exchange for the music rights. Again, this will be http://www.akashthakkar.com/
somewhat rare with indies. https://twitter.com/akashthakkar

Also, just to be clear, the studio will still have the rights to use your
music however they see fit (trailers, in-game, commercials, etc.)

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