CompuServe Thread

#Pricing Our Wares

9 messages in this thread
#92227From: Sean HannonOct 9, 1994 11:24 PM
To Trent, John, Wayne, & Sean, Thank you (!!!) for your response to the issue of how we go about pricing our ephemeral product. Your openness and candor, as well as the time you took to share your growing pains as a new business, has given Bill Chadwick and me an overwhelming feeling of community and a real dose of positive energy! It also confirmed for me my feeling that we are all like the first `49ers' to arrive on the scene in Mother Lode country, and that there's enough gold out there for everybody. One thing your collective answers taught us is keep our price structure simple for the client. We had been fretting it from the wrong direction (i.e. guess-timating how much time it would take for each aspect of the job, and computing artist creation time and unattended rendering time as two separate rates to be added together…AGHHHH!) Pricing the work at X hundred dollars per second seems to be the only sane way to do it, and is a whole lot cleaner. We were aware of the "$1000 per second" figure for higher-end houses, but had no clue as to a ballpark range for the entry-level and medium-sized businesses. Thank you all for your info and your great anecdotes. We are in your debt. Bill Chadwick & Sean Hannon Ad Rats – Stamford, CT
#92237From: Trent K. JohnsonOct 10, 1994 6:19 AM
Glad to be of hep! I found that after getting a year or two's worth of work, you can pretty much quote on most any project 'from the hip'. I think it's basically a matter of estimating the real amount of work a given project will take. Good Luck! Trent/ReAnimators
#92252From: Sean HowardOct 10, 1994 11:16 AM
I enjoyed the posts as well Sean! You'll find that your raport with customers is as important as your work. Many of my customers don't even ask how much it is going to run anymore, they just want to do it. (Of course, if I quadrupled my rates, they might freak!) <g>. Sean Howard // Dreaming in realtime //
#92277From: John BunnellOct 10, 1994 4:50 PM
Sean, Who should we send the bill to….now what was the name of that company…<G> Consulting fees are another matter. Good Luck. jmb
#92339From: Wayne ColeOct 11, 1994 7:09 AM
Sean, I don't recall if I mentioned it, but I keep project log sheets as I go along on a project so I know how much time is spent in each aspect of the project. (Research, Digitizing, Modelling, surfacing, animating, meeting with the customer, rendering stills and low-res approval anims, rendering the final and which machine(s) do the rendering. Then when I get a similare project, I KNOW what it will take even if I haven't done one like it for months. It also helps you guage how efficiently you work and where you need to focus your energy to improve your performance. I find if you don't write it down as you do it, you have a tendency to be overly (opto/pessi)mistic depending on whether the project is interesting or a bore. This isn't bad, necessarily, but it ought to be conscious, and you ought to be honest with yourself as to why certain hard jobs got a low bid and certain easy ones get a high bid. You also ought to know which jobs were "charity" and which you actually made money on, and how much you paid yourself. Was it worth it? Can I stay happy making this much for that much effort? Yep,if you aren't happy, your clients will not be either. You'd be surprised how much your enthusiasm for your product has to do with how much they appreciate it and how well they like it. And you can't be confident and enthusiastic if you have no real notion of weather you are getting properly compensated for your work. It may seem like a pain at first, but log the time (and expenses like out-ot-house digitizing, clip-aft purchases etc) as you do the varoius parts of the project, and at the end see how much you paid yourself per hour. Then ask what things you could have done differently to get the same quality at lower time investment. Annotate any ideas on the back of the log sheets. THen the next time BEFORE you start, review those comments, save the time, and increase profitability on the job. Then your worst problem is how much of the savings to pass along…. that's sweet. wmc – via Autopilot!
#92419From: Charles BlaquiereOct 11, 1994 9:45 PM
Wayne, boy, am I glad I'm not doing this for a living. So far, I've done a few animations for this cheaper-than-Scrooge client, and my biggest problem is… I can't control myself, I have to have everything just perfect. Part of it is I'm still in learning mode after 3 years (can't put in more than 15 hours/month), part of it is I'm building my demo reel, and don't want to have anything of low quality. As a result, the client has animations completely out of proportion with the price paid, my output is very low because it takes me forever to do an animation, but at least I'm not burned out because, as I said, I don't do this for a living. Your "log sheet" idea is wonderful. I've been toying with the idea of creating an ARexx program to help me log timestamped notes on my activities. Blaq!
#92508From: Wayne ColeOct 12, 1994 3:31 PM
Blaq, Logging your demo reel creation give a good starting point if you decide to make the jump. Another idea, you may want to consider sending your anim frames to a service bureau to ouput to beta-sp. Then create as much of an EDL as you can from video/graphics/anim sources, take the stuff to an "on-line" suite or a freind with top notch equipment to make your demo master. Then find a good dupication service that can do the dupes in one pass from the master. (The dupes aren't that expensive – about 2.50 each for 10 minute tape with label applied and cardboard slip case.) But the quality of your master is going to make the difference between whether it looks cheap or not. Also, another tid-bit. Put your best stuff and obvious "paid jobs" samples at the front of the tape, spec work, experiments and simple stuff at the back. And keep it fast paced and short. If you go over 7 minutes, most prospective clients will not watch the entire thing, or they will but will feel put upon becuase you are taking too much of their time. The demo reel motto should be "short, fast paced, great sound, quality look". wmc – via Autopilot!
#92418From: Charles BlaquiereOct 11, 1994 9:45 PM
Sean, a friend of mine uses the following internal calculation to figure out his rates: his time is worth $40/hr. and computer rendering time is $20/hr. (CDN$) He uses Imagine, renders on a stock 25 MHz A3000, records to PAR, and often delivers on Betacam tape using a rent-a-day VCR. His stuff looks fine, but nothing to compare to a MacWorld or VTU illustration, for example. (I figure quality must fit into the picture, so I gave you an idea what his animations look like) Blaq!
#92548From: Sean HannonOct 12, 1994 8:56 PM
Charles, Thanks for the info. We also thought of dividing up our fee between Artist creation time (we were talking more like $75/hr) and computer rendering time ($25/hr). Our 3 minute Demo Reel includes a few real jobs, but mainly a lot of other pieces reflecting the variety of what we CAN do, and for those we logged our time to get an idea how they would price out. What we learned is that this method of pricing when applied to the simple flying logo pieces severely undercut our worth, as it worked out to something like $170 per second, whereas the more complex pieces that required more time modeling and testing worked out to be closer to $300 per second. After considering the merits of Per Second pricing, Bill and I chose this method, with an eye to a tiered structure for varying levels of complexity in a scene. On the issue of quality, which is indeed an important factor, we feel very comfortable that our setup, and our combined talents, can bring in $250 to $500 per second. Time will tell. Sean Hannon Ad Rats – Stamford, CT