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Features

A
Sound Bid
Sound artists
and music composers (which I collectively call "sound artists") are frequently
asked, "How much do you charge?" Often, it's tempting to reply, "How much
do you have?" Although we sound artists never actually say it out loud,
underneath our happy-go-lucky artistic exterior there's a businessman
inside us thinking it. To get an accurate answer to the first question,
a game developer must provide the sound artist with some information about
the project. With that in hand, a competitive, realistic price can be
quoted. On the other hand, sound artists who just throw out price quotes
without a good understanding of what kind of job they're bidding on is
bad business. It's up to the sound artist to extract from the producer
or media buyer the necessary information about the project.
The bottom line is that effective communication between the client (the
game developer) and contractor (the sound artist) from the earliest stages
can ensure success. Producers who know what information sound artists
need can smooth the development process. Likewise, sound artists who use
standardized guidelines to determine their fees and who clearly communicate
their options for payment usually win bids. In this article, I present
information both clients and contractors should understand before diving
into an audio project together.
Playing Twenty Questions
Let me start off by showing what it's sometimes like for a sound artist.
Here are some actual quotes from inquiries I received in just the past
few months:
- "We
are constructing a large multi-player, strategy game and in need of
soundtrack help. I can't say much beyond that. What are your prices?"
- "Take
a look at the game on our web page. We are rethinking its sound effects.
Please quote us a price and remember that we don't have a money tree
- it's more like a money weed."
- "Can
you duplicate sounds? We have copyrighted sound that we need changed
slightly, but not much. Let us know a cost."
- "Can
you give me an idea of what the costs of SFX?"
- "Please
send a demo and tell us how much you charge." s
While these questions are well founded, they are vague on details. Each
was so nebulous that I had to fire off a barrage of questions to in return.
I ask you: "Orchestra or simple MIDI?", "Star Wars-quality sound effects
or humble everyday sounds?", "Red Book or .wav files?". As a client searching
out a sound artist, the more information you provide at the beginning
of the bidding process, the more streamlined the process and the lower
your costs will be.
Questions
for the Sound Artist to Ask Before Bidding
What does
the musician or sound artist need to know before they can produce a competitive
bid? Try eliciting details using these questions:
1. What platform is the project intended for?
- Game
platforms each have their own idiosyncrasies and ways they manage sound.
Different equipment may be needed to produce such sounds. The artist
may have to rent equipment or hire a subcontractor because of his lack
of expertise in a certain area and this all factors into the projected
costs. If a sound creator cannot develop for that platform, find out
up front or be ready to hire additional help to convert formats.
2. Am
I bidding the project or just one song or sound effect?
- Composers
and sound artists normally charge less for working the entire project
than for creating individual music tracks and sounds separately. It
makes sense that once the factory is tooled and the "sound palette"
is chosen, creating music and effects in the same vein take less setup
and production time. There are those times when only a musical piece
or a sound effect or two is needed and we have pricing structures for
those also. Let us know.
3. How
much music is needed? Number of tracks? Lengths? Styles? Format?
- Obviously,
the more music needed, the more it will cost. A song's length also determines
the fee. Because composers normally charge per "finished minute", it
only makes sense that a three-minute song would cost more than a one-minute
one. To plan production time, composers use their working model to determine
the required time. A typical example is four hours to compose from scratch,
record tracks and mix down each 30 seconds of music.
Composing and recording several different styles could change the price
too. Some composers are capable of many different styles, some only
great at one. If you have in mind music of the same genre, have no fear.
But if country, jazz, rock and classical are needed for the same project,
it may cost a little more. Calling in other musicians to lend their
talents costs money and may be written into the bid.
Let the contractor know what format the audio should be delivered in,
such as Digital Audio Tape (DAT), CD, cassette tape, and so on. This
is necessary to ensure that the composer has the required equipment
or would need to rent. For digital files, communicate your desired sample
rate in kHz, whether you want 16- or 8-bit audio, and whether the audio
should be in stereo or mono.
4. Are
sound effects needed? How many? What specific sounds? Recognizable or original
creations? Will they accompany actions, and if so, what actions? Are there
critical timing points for .avis or character movement? What type of device
will be used for playback, and in what format?
- If you
call upon a sound artist for music and also need sound effects for the
project, mention it at the outset, it's probable they are equipped to
handle sound effects too. The equipment used in the recording studio
and methods used to record sounds are the same for both specialties,
the minor difference being the software each use. Asking one contractor
to handle both tasks is less expensive in the long run than hiring two,
plus it's one less person you have to regularly meet with.
Provide as many details about the sound effects as possible beforehand.
It can help the sound creation process considerably. It shows that you,
the client, has looked at your audio needs and that you have thoroughly
assessed your project requirements. Although the precise sounds may
not yet be planned, your ideas about game weapons, the game environment,
administrative functions, and so on can be communicated to the sound
artist. With this information the sound artist and/or composer can calculate
how long their production cycle will be. A general rule-of-thumb is
one sound effect requires two hours of creation time.
More sounds will increase a client's cost, of course, but the complexity
of the audio can also affect the price. Recognizable sounds found in
nature or from man-made sources are relatively easy to create, and many
can be found in existing effects libraries. However, even stock audio
sounds may need to be manipulated to match up to a character movement
or an action, and these sounds often need to have their volume, equalization
or length altered. But generally, these sounds are considered elementary.
The sounds that are the most valued are the original, Star Wars-quality,
creations. The demand for completely original, highly creative effects
is high, and it may therefore cost you more. Finding the right person
with the patience, know-how and shared vision may take a little digging
to find, but I have yet to meet a sound artist who won't at least give
a project like this a shot. We sound artists do, after all, crave a
good challenge.
Don't forget to tell your sound designer or composer about the playback
device. A while back a company approached me to do some sound effects,
and I received a list of effects and format to save them in - pretty
straightforward. I proceeded to create some really boffo sounds, smitten
with myself that I had pulled off some impossible feat. As it turned
out, these sounds would never see a speaker system: they were intended
to be burned onto a chip for playback on a T-shirt. So now, as you can
imagine, I always ask what the playback device will be. That way I can
design sounds specifically for the audio characteristics of the device.
5. Are
any narratives needed? Do I need to hire voice talent? Will there be background
sounds to accompany narrations? Do I have rewrite authority of scripts?
- Narratives
fit into the sound recording category. Generally, anyone capable of
music recording can also record narration. As with sound effects and
music, packaging this task together will normally cost a client less
while reducing the number of contractors a client has to deal with.
If you already have narratives recorded, the sound artist can usually
provide the service of transferring to digital files, maximizing the
sound, cutting them to length and adding any additional background or
Foley sounds.
If narratives are to be recorded, the contractor will need to know if
he will have to provide the voice talent, and to budget accordingly.
Many sound artists have access to local talent or use talent agencies
to find just the right personality. Auditions are usually free, paying
only when the talent has performed the work, which averages between
$200-$300 for a day of reading. This is well worth the price for professional
voice talent. As a client, a good question to ask your prospective sound
creator is if he or she has any experience directing narrative sessions.
After dealing with musicians, though, we sound artists are fairly adept
at coaxing great performances from practically anyone.
Granting the authority to a sound artist to rewrite a script is a big
plus, and it can also be a money saver when the clock is ticking. If
this is made clear to a prospective sound artist in the beginning, it
will likely reduce the 'fudge factor' that's normally calculated into
a bid. I once had voice talent who could not say, "...live to tell their
tales". No matter how many times we tried, this tongue twister never
came close to resembling English. A quick rewrite got us back on track
instantly. Had we been required to track down the producer for permission,
it may have taken longer, or worse, the talent may have had to return
later, resulting in another day of recording and voice talent fees.
6. What's
the timeframe for the project?
- If you
need it tomorrow, it will cost more. If you need a half-hour of music
in a week, it will cost more. The more projects the sound designer or
composer has to put on hold and the more sleep deprived the project
makes him or her, the more it will cost. But, if the sound artist has
sufficient lead time on the project and can schedule around other commitments,
standard rates will apply. Rush jobs in any industry can be costly.
7. What
delivery method should be used?
- The
beauty of the Internet is its ability to immediately distribute digital
data. Attaching a sound file to e-mail is the method of choice, and
it's typically the cheapest. The costs begin to rise as the delivery
method changes. If a client requires shipment on removable media (such
as floppy discs or CDs), there will be a cost. A DAT master is slightly
more. If a client has to have the original two-inch, 24-track tape reel
you used to record with, the price jumps up again. Internet, floppy
disks and CDs are common, DAT's only slightly less so. Forget about
those big, bulky tape reels.
8. Is
a speculative demo needed?
- It's
typical for an established game development company to draw upon many
of its musical/sound design resources at once, have them create specific
music/sounds for a project according to their guidelines, and then choose
the best one. While this is great from the developer's standpoint, it
can be a waste of time for the sound creator. Few sound artists would
spend a week or two sweating over a speculative demo, investing their
time and money, only to find out their work was rejected. Some sound
artists compensate for this by charging a token fee to cover the very
basic production costs for the speculative project. It is a fair business
practice to pay the artist for his or her costs, which are then usually
deducted from the full fee after they are hired. Letting the sound artist
know ahead of time you require a speculative demo will save a lot of
frustration for everyone. But usually a sound artist's suitability can
easily be determined from a previously submitted demo reel.
9. What
is the production budget?
- The
production budget can be a touchy subject. If you have numbers in mind
for the sound budget, give the musician or sound designer a ballpark
estimate. There's no need to divulge privileged information - just give
a rough idea. This will tell the sound artist what budget he or she
will be expected to stay within and the scope and seriousness of the
project. Knowing this will also help the sound creator offer solutions
based on the budget and can make payment options more flexible (e.g.,
payment up front, payment at milestones, a royalty payment structure,
and even barter agreements). We sound designers and composers are part
of the development team and do not want to doom a project before it
even has a chance. Flexible payment options are common with sound professionals.
10. Who
will publish the title? What method of distribution will be used?
- This
question is very reasonable if the possibility of royalty payments surfaces
during negotiations. A game which will be self-published by a new, inexperienced
developer and distributed by word of mouth does not exactly scream success.
On the other hand, a well-established veteran development team backed
by a giant publishing company has a better chance. Everything is negotiable
and it pays to have all the facts in the beginning to help make the
decision.
11. What
payment method is used?
- If a
game developer already has a standard method of payment established,
tell the sound artist about it. Ask if it is acceptable. The most typical
method of paying for audio services is with cash, in which some is paid
up front, some after acceptance of the first pass and the rest upon
final approval. If there are other methods, such as royalties on the
backside, a salary or hourly wage, be sure to mention them too. Sometimes
a sound artist will shoulder some of the risk. He or she may be willing
to gamble in order to help keep your production costs down on the front
side for a much larger piece of the pie on the backside. Ask the client
if he or she is willing to share.
12. Target
market?
- Who
do the game developer expect to buy the game? A classically trained
pianist may not have the ability to write music for a game targeted
to the teenage male. A heavy metal guitarist may not be exactly right
for the 3-to-8 year-old female market. As composers, it is our responsibility
to let clients know if we can handle the scope of the job. Make sure
that the target market is well understood by all.
With this
list of questions in mind, a producer or media buyer at a game development
company can easily increase the chances of a trouble-free bidding process
by answering as many of the questions as possible.
Advice
for Game Developers Seeking Audio Help
Now that
I've enumerated questions a sound designer or composer should ask, let's
turn things around and examine what a game developer needs to do to ensure
a smooth working relationship with the sound artist. Before the project
is put out for bid, the media buyer or producer at a game development
company should investigate various sound production companies. Game developers
who don't know of any qualified sound artists can use web search engines
and developer resource websites like Gamasutra, plus others such as:
Once some prospective sound artists are located, request a current demo
reel, ask for references and past work examples, and keep them on file.
If you've been paying attention, you'll remember this is a bad time to ask
their rates. You, the client, need to get your information together first.
Plan as far ahead of the bidding process as possible. Gather any preliminary
work such as design documents, artwork, character biographies, storyboards,
lists of comparable games on the market, and have them handy to show the
sound artist. I always appreciate getting these extra details during the
bidding process. It is a very classy gesture, one that will strengthen the
relationship immediately. The more I know, the more likely I will get my
part right the first time.
After narrowing the field down to a few sound artists, you may wish to ask
for a speculative demo to help narrow the field even further. Music created
with the project specifications in mind will give the development team a
good idea of what audio "life" to give to the project. Be as specific as
possible about the style of music you seek, giving examples of works in
other games or musical groups which create the right mood. Ideally only
one person (typically the producer) should give their input at this point.
My favorite request for a spec demo used this description: "...mid tempo
with break beats, dark, abstract hip-hop, not too fast or too slow, gritty
and industrial but not jarring or abrasive....". It was fairly obvious
that the entire development team added their ideas to the cause! It's difficult
to please everyone.
Keep the sound artist "in the loop." Details and ideas change fast and furiously
during the development of any title, even during the period while the sound
artist is waiting to receive a response to his or her bid. Any major specification
changes should be immediately forwarded to the prospective audio providers
to ensure accuracy on their part. Changes to the target platform, the addition
of surround sound, and the decision to use an interactive music score are
all important alterations that the sound artist should know about. It's
always good to be prompt when either accepting or rejecting a sound artist's
work. Don't leave our delicate egos hanging for too long.
How An
Audio Quote is Calculated
Computing
the operating costs to make a competitive bid is not as simple as the
sound artist saying, "Hey, I want to make X dollars an hour!" Initially,
we determine whether a project will increase our professional notoriety,
whether it is a standard "resume project", or whether it will simply help
pay the bills without any of the former benefits. Sound artists next consider
what the project will require, and factor those costs into the bid. Finally,
fees (the cost of our time and expertise) will be factored in. Sometimes
sound artists may break down these fees in the bid, to include the following:
- Creative
fee. This is the charge for actually creating, composing, recording
and arranging the music and sound effects. It is based on the time it
takes to create a minute of music or a single sound effect and whether
or not the work will be licensed for single use or will be bought out.
The full buyout option is standard for most games, but sounds or music
used on web sites or in Java applications may be licensed for exclusive
use for a period of time. The licensing option is often cheaper for
clients, but the sound artist then retains the ownership rights and
is free to license out the sound again after the contract period has
expired.
- Studio
fee. Renting an outside studio can be expensive, especially when a full
orchestra or live band is involved. This fee covers that expense. It
also covers the costs, maintenance and general operation of the composer's
or sound designer's in-house studio. After factoring in equipment payments,
insurance, utilities and general maintenance requirements, an hourly
rate for the use of these facilities is calculated. These days, however,
most audio creators work out of their homes and can keep this cost down.
- Talent
fee. The performances by musicians and voice talent are included in
this fee. Some music composers may charge to play instruments on the
tracks, others will include their part in the creative fee. Figures
will vary based on the caliber of talent requested. Outside talent -
especially virtuosos and/or famous players - will increase this price
accordingly.
- Media
and material costs. Tapes, floppy disks, recordable CDs, shipping and
any other costs incurred while recording and delivering the final product
are covered in this fee.
- Hourly
wage. A unique formula calculated using the sound artist's salary requirements,
based on the available billing hours for the year, the cost of healthcare
and other benefits, vacations, holidays and retirement. Because many
sound artists are self employed, this fee is our salary.
- Kicker.
Also known as "fudge factor" or "margin of error", this is an additional
fee to cover any unexpected problems or minor adjustments to the project.
Because the game development process constantly evolves and frequently
there are changes to a game's audio requirements, this fee covers the
changes without having to renegotiate the entire project. Reactions
by clients to the kicker vary, but the time saved from having to renegotiate
a contract is priceless, and it is always more palatable to charge less
for a project rather than more. If the project expands far outside what
was originally agreed, renegotiations would, of course, be necessary.
Contract
Payment Options
At some
point during the negotiation process, payment options will be discussed.
Here are a few to consider:
- Salary
or hourly wage. By far the easiest scenario involves bringing a sound
artist in as part of the development team and pay either a salary or
hourly wage as consistent work is produced. This method avoids squabbling
or haggling whether or not there are big changes to the game. It also
gives the sound artist a sense of project ownership. This situation
is best for larger or well-funded developers but totally unrealistic
if no development money is available.
- Payment
according to milestones. Given a hard list of required audio content,
set milestones and pay upon their completion. The downside is this method
forces the client to plan ahead and have exact audio specifications
nailed down. The upside is that it motivates the sound artist to meet
these goals. (I'm always more focused when I have a deadline to work
towards.) Milestones can be set up in practically limitless ways, from
a simple "50% payment up front plus the rest upon completion", to a
complicated arrangement involving dozens of project steps and corresponding
payments along the way.
- A bonus
up front combined with a barter arrangement and small royalties. This
option has endless possibilities. By starting with a small "good faith"
payment, the client shows commitment to the project and to the sound
artist. Because cash may be a problem for some clients, barter arrangements
of some type are workable depending on each other's needs and offerings.
Trades of computer equipment, or services such as website hosting, website
design, graphic design (e.g., for a company logo), and so on can be
practical in barter situations. Royalty payments on the backside would
round out the final payment for services. This option is great for cash-starved
game developers and for the sound artist who is part-time or has other
incoming contract payments.
- Straight
royalties. By foregoing payment during the development process, the
sound artist should be entitled to a larger portion on the backside.
While this is the best-case scenario for a developer, the sound creator
assumes a heavy financial risk and it can turn out very poorly for him/her.
To compensate for this risk, a generous royalty schedule should be established
to pay the content provider once the game is released. Newer composers
and sound designers may accept this option as a way to establish themselves,
and then move to more cash-up-front deals as they land other jobs. Wise
sound artists will if the game has hit potential.
- Variations
of the above options. Be creative!
Is that all?
Once the bids are submitted for a project, keep open the lines of communication
between client and contractor. We sound artists appreciate it when game
developers inform us about changes to the game between the time bids have
been submitted and a contractor is chosen (we might be able to re-bid the
project quickly and save you some money).
When you can't decide between two bids, talk to both contractors. I bet
that your gut feeling will tell you whom to select for the job. After all,
both of you will be working closely together and you should be able to communicate
ideas and get along during that process. Make that phone call.
The bid is, without a doubt, my least favorite part of the game development
process, but it's inevitable. Knowing and sharing the ingredients of a sound
bid (dual meanings intended) will make this experience all the more sweet,
set the mood for the project, and establish a cohesive team.
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