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The Game Industry Professional Akash Thakkar Getting (PAYING) Gigs Now, judging from what I keep hearing from my email list, the vast majority of you are interested in getting some new gigs under your belt. Namely, gigs that pay you some of that sweet sweet money. This can be one of the most mixed up, controversial, and terrible parts about work- 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. The Game Industry Professional - eBook Excerpt WHAT YOU’LL LEARN IN THIS EXCERPT 1. How to start getting paid gigs 2. How to focus your efforts toward getting the right gigs for you 3. How to start thinking about money Getting Paid Gigs 1Copyright © 2015 Akash Thakkar Imagine if you knew exactly which prospects to target before going to a networking event. If you know who you want to work for, then you can focus on those people and ignore any other distractions. Using the two-qualifier method 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 two-qualifier method. This method simply allows you to quickly and easily show you what type of prospects you'd like to work with. The formula works like this: [Type of prospect] who are [qualifier #1] and [qualifier #2] So for example, you might have two-qualifier statements that look like this: Indie developers with teams of 2-50 people on the West Coast of USA/Canada. AAA game studios that make first person shooters and have audio budgets of at least $100,000. So you know, your qualifiers and type of person can be basically anything. You can pick qualifiers depending on location, budget, game engine, timelines, or whatever else you can think of. 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 guide to make sure you get where you want to go. If you're just starting out, and want to work for games that have budgets of $200 million, then your two-qualifier method will steer you in the right direction so that you can take the small steps necessary to get there. Wait, but why? At this point, most of you are probably wondering what the point of all of this is. You're also likely wondering why money hasn't started falling from the sky yet. Well now that you have a type of developer you would like to focus on, you now have a somewhat clearer view of what sorts of steps you should take in the future. For example, I have absolutely no desire to work for a big game 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 indie freelance career. But, if you do eventually want to work for a bigger company, your steps will be completely different. You would likely create a differ- ent set of demos, work for different types of games, and look in other places for your next gig than I would. Simply put, your two-qualifier method will help you determine all of this, even if you don't have the luxury of picking your clients just yet. Alright, let's talk about money Creative people suck at making money. Why? Because none of us are comfortable talking about it. Simple as that. We use phrases like "oh, the money doesn't matter", or freeze when people ask "so how much do you charge?" before we stammer out a useless response. 2 Of course it matters. We need to eat, after all. In this section, we'll be covering how to ask for money, thus becoming more comfort- able talking about it. So how much do you charge? 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 second Tesla. So, there are a couple scenarios that can happen when someone asks "What are your rates?" Scenario 1: At a networking event/local meet up You might start running in to this question fairly frequently at meet ups as you start networking more and more. If this happens to you and you do not know these people super well, or you know very little about the game, then stop. Do not give them a quote under these circumstances. Talk about the money later! Why? Simply because you won't be able to provide any sort of ac- curate statement about money at this point. If you know very little about the game, their deadlines, their budget, etc. then it will be difficult to give any sort of accurate quote. So, here's a script for you that you can use to defer the money con- versation to a later time: "I would love to chat about my rates, but I'd like to hear more about the project to see if we'd be a good fit for each other first." Did you see the key words in there? "A good fit for each other" This shows that you're more than just about the money. You really care about being the best person for the job. It shows that you 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, or at a client meeting. Scenario 2: E-mails or client meetings Now, when you're meeting face-to-face with a potential client out- side of a networking event, or speaking to them over e-mail, then it can be a different story. That's when you can give them your quote. Some advice about charging as a freelancer: Almost every client you will encounter will much prefer being charged a flat rate. None of this $1200 per minute of music or $40 per sound nonsense. Nothing hourly. Just a flat fee. 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 writing you a blank check. Although people will tell you it's "indus- try standard" to charge a per rate (per minute, per sound, etc.), know that there really is no standard and this method will make it as easy as possible for clients to pay you. Now, on to how to quote. This is one of the most simple and effec- tive ways to get a fair payment without undervaluing yourself. Here's are two scripts for you: "For this kind of project, my normal rate is [flat fee], but I know you're a small indie studio, so how much of that number do you feel comfortable paying?" 3 "For this kind of project, my normal rate is [flat fee], but I know you're still unsure how much you'll be getting from Kickstarter, so how much of that number do you feel comfortable paying?" What this does is put the ball in their court. They see what your 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 rate. 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 things to consider each time a new gig comes up: Deadlines Overall game budget If hiring subcontractors is required (live players, voice actors, etc.) Amount of sound/music needed If this project will be fun to work on If you'll need to buy any new hardware/software for the projectPotential travel expenses Anything else you can think of While I can't give you exact numbers for you to plug-in, just know 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- ber, the ball is in their court, so they will do their best to meet your rate in most cases. You're going to lose clients Let's be honest here. Not every single client you run in to from now on will be willing to pay you what you deserve. There will be times where people will choose a cheaper option, or balk at your number and move on. This is totally fine. What you're doing when you first start charging more money for your services is filtering out low-paying clients. 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 time well invested if you plan to make a living off of game audio. Here's what to do: This assignment is more involved than the last one, so let's break down what I want you to do for this chapter: Write out at least one two-qualifier statement to help you deter- mine who you want to work for. Feel free to write as many as you want, however! Write a script that you can use to defer the conversation about money to a later time. It doesn't need to be perfect, but something you can easily remember when the situation pops up. Let's review Chapter 2: In the last chapter, we started talking about how you can start get- 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 to charging for your work. Now, before we begin with Chapter 3, don't forget about your goals and systems! Apply them to each and every lesson. Always think "how can this chapter help me?" Getting Paid Continued Alright, let's answer some common questions about charging cli- ents: 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 can only do this because of the fact that I have developed a sense of which developers I can trust. Generally speaking, most people go with three revisions per asset, and then start charging more per revision after that. You can stipulate this in your contract, during a meeting, or in an email before you get started. 2. How do you decide on flat-fee rates? I’m assuming you’d have to hear what they want you to do and then would you make the cal- culation or per minute or per sound effect, but without mentioning that to them? That way you’re just giving them the flat rate rather than the open-ended amount? For determining flat rates, sometimes I do a calculation like you mentioned, and sometimes I just throw out a super-high number 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. 3. I would always want to retain the rights to sell my music. Is that something I specify when asking for money? Yes, you should definitely retain those rights! And yes, you will want to stipulate that when you're giving your quote. Most every non-AAA studio will be totally okay with this. There will be rare occasions where the studio will want to keep the music rights to themselves. In that scenario, you can lower your rate a little bit in exchange for the music rights. Again, this will be somewhat rare with indies. 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.) for as long as they please, but you will still retain the ownership/ album rights. 4. I wanted to get one part clarified about charging flat fees. When is the fee collected? When the contract is signed? After the game is finished? Half when the contract is signed and half when the game is finished? I’ve always been unsure about this. This can be totally up to you. It can be half up front and half later on, a third up front and two thirds afterwards, or all of it afterwards. It really depends on you and their budget. Most of the time you'll get some portion up front, and some after the game is done, however. It's quite rare to get the entire pay- ment up front, though it's happened to me a few times. -- This marks the end of this excerpt. If you’d like to continue reading and get more free training, then sign up for my newsletter (which, if you’re reading this, you likely already have) and check out my Youtube channel. You’re also always welcome to get in touch: akash@akashthakkar.com Thanks so much! I’ll talk to you soon! -Akash Thakkar http://www.akashthakkar.com/ https://twitter.com/akashthakkar 5