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marque-pierre
05-18-2004, 12:30 AM
Hi there,

Basically we are a team of talented students studying various games related subjects. We have stumbled upon a deal of developing for a company farming development out to freelancers. They know we are just newbies. That is all good.

However, I have absolutely no idea whatsoever to charge for a job like this. Now the size and scope of the game is not decided yet, but I just want to have an idea of what is the norm, in terms of pricing structure. Any takers for some general advice and maybe a few bold ball park figures to go by?

Any input would be much appreciated!

lanedaughtry
05-18-2004, 10:45 PM
What your staff wants to make

+

Administrative overhead

+

Equipment cost

=

Cost

Obviously that is an oversimplification but starting there is the only way you're going to figure it out.

If you really want to go that route the most important thing to figure out is how to structure things financially. ie does everyone split the take after overhead, is everyone paid on an hourly rate and then any excess is split or put in the bank, do you want to hassle with L & I or just give have everyone fill out a 1099. Talking to an accountant is one of the most important things you'll do and the first few talks are free.

They will elaborate on administrative costs which is the big thing that bites most new teams in the ass. Well, that and not getting projects ;)

-L

marque-pierre
06-28-2004, 11:49 PM
Thanks! Funny how things work out. A mod team became a contracted dev team, and then a movie license seems to be dumped into our laps. Who knows where this thing will lead us...

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