Some working in #gameaudio aren't sure whether they should charge hourly or on a project/asset/min. of music basis.

My thoughts (a thread):

Your clients are paying for your expertise, NOT the number of hours it takes to complete the project.

#gamemusic #vgm #sounddesign
When you ask for an hourly wage but at the same time can't give an accurate estimate of how many hours the job will take (i.e. essentially a project price), you introduce doubt into their minds and friction into the negotiation process.
"How much will this cost me?"

"Can I stay within budget with this freelancer?"

Those are the kind of questions you do NOT want your potential clients asking themselves!

You are supposed to be the solution to their problems, not the cause of them.
My suggestion, a project price based on a rough estimate of the amount of sound effects or music they need plus a healthy buffer for the inevitable extra few activities you will almost always end up doing that weren't noticed at the start.
Having a project price puts your customer at ease because they, like the rest of us, DO NOT like uncertainty when it comes to money.
Basing the project price off of a quantifiable amount of sfx or music that you agree on upfront protects you in case the amount of work explodes and you need to negotiate an increase in the budget.

Hard numbers are just easier to point to as justification for more money.
Adding a bit of safety buffer to your original price helps you to add a little extra to your services or take care of things not noticed during the initial negotiations.

This will make the game better and impress your customer without hurting your finances.
Getting paid hourly would be ideal in many situations, but the concept is simply too hard to sell, especially to indie devs with tight budgets.

Project-based pricing reduces friction and puts your customers at ease, making it easier for them to say yes to working with you!
I hope this thread has been helpful!

Please tag anyone who you think might benefit and drop me a comment if you have a question or think I'm totally wrong!

And of course, follow me for more #gameaudio freelancing and business tips.
You can follow @ben_gameaudio.
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