CompuServe Thread

Hourly charge?

48 messages in this thread
#132393From: James FranssenOct 31, 1994 12:29 PM
I know this subject has been brought up a lot, but I haven't seen any suggestions as to an hourly rate to charge a client. I know it is best to call around locally and see what others charge, etc., but I am going to have to make a judgement call for what to charge to a client for what he needs. In this case it appears he will only need 3 or 4 still shots of a home that I will need to build in 3D Studio. I have not met with him yet, but I assume that after I look at what he wants done, he will want a ballpark estimate. Off the top of my head I will try to figure how many hours it will take, then multiply that by $72 (hence $72 per hour). Is this rate too low? Too high? I know this is too broad, not knowing my skills, but I don't want to cut myself short, or overcharge the client. Any suggestions? Thanks. James Franssen Imagination Station
#132481From: Paul Sanford [LVL5]Oct 31, 1994 7:45 PM
I'm in a mid-sized (?- about 125,000 people <g>) mid-western city. I've been quoting my time at around $40/hr, but this may be going up. In producing two architectural renderings, an associate and I spent about 25 hours total on each one. 25 x $40/hr = $1,000. This is my general estimate. As our skills increase, we hope to shave time off and effectively raise our hourly wage. Someone in Phoenix is charging $1,100. These prices are for photo-realistic output, and four images/views. Architects are going to want to an actual number, not $__ per hour. My overall plan is to be cheap enough to keep them coming to me rather than investing in-house on people and equipment, yet higher priced and higher quality than hand rendering. 3DS has a rep for its steep learning curve, and I use that to my advantage. I also tell them how much $ it costs for a setup like mine. Also, most architects I've met have had a hard time with 3D work in ACAD, and are especially disgusted with the graphic output they've been getting. They have little desire to learn a new approach (3DS), and can't justify the weeks (months) of "lost" productivity to learn 3DS. Good for us! You're out West, right? Oregon? Paul D. Sanford [LEVEL 5]
#132560From: James FranssenNov 1, 1994 2:16 AM
>> You're out West, right? Oregon? << Yes, Oregon. I've only been here for about 9 months though. I worked in a business environment for 4 years in Texas, and the reason I came to a $72 per hour estimate is because that is what our department charged the other departments within the building for computer graphic work. This was not only animation but *any* graphic work, slides, overheads, paper copy, etc. Our in-house rates were better than going outside for the same work. Here in Oregon (Eugene area) the rate is at about $60 per hour for quality graphic design doing something as simple as re-coloring an already existing graphic for use in a business card (at least that has been my experience). But it is true as you mention to try to keep it reasonable for the client so they do not see the need for in-house production. Thank you for your candid reply. James Franssen Imagination Station
#133309From: Tim c BrananNov 3, 1994 11:46 PM
Eugene, eh? Too bad you weren't a little closer to Portland. I just started up a user group here and it looks like the first meeting is going to be pretty full. Then again, if you are willing to make the drive, let me know and I will foward the directions. My two cents: We generally work out a flat fee based on materials, rendering time, and how many hours it will take us to do something, and then double it. We generally bill between 35-45/hour for 3ds work, depending on how skilled we are at whatever the project might entail.
#133333From: James FranssenNov 4, 1994 1:52 AM
>> Eugene, eh? Too bad you weren't a little closer to Portland. I just started up a user group here and it looks like the first meeting is going to be pretty full. << Are you doing this with Martin Stewart [74274,761]? I replied to a posting a while back (couple of weeks)… "If you're in the Portland area and are interested in being a part of a local 3D Studio User Group or interested in receiving the newsletter, E-Mail me with you're mailing address" I E-mailed but never received any reply. I would like info on the group meeting. Thanks.
#133402From: Tim c BrananNov 4, 1994 10:47 AM
I think Martin sent that message. Do you have a fax machine? I will fax you a flyer you can take a look at that has all the important data on it. Or, give me a call at 646-5393
#132503From: DAN SPOMEROct 31, 1994 8:50 PM
Myself and my associate try to stick to a $50 per hour charge for 3DS work. This is the least we feel our time is worth. Most clients want a total project cost and could really care less about the hours you spend doing it. If they knew what was involved, they wouldn't ask for an animation by tomorrow. We recently bid on a 1.5 minute presentation animation for $6,000. It involved an incredible amount of modelling though. Our competitor did the same job on an Amiga for $10,000, but they squeaked it out in 4 days. We wanted 2 weeks to complete it, which is why we didn't get the job. We also did a series of 4 stills that we charged $500 per file. It really depends on the market and client, we have found no "hard" pricing structure. Hardcopies and tapes are always extra, we do not mark up these costs either. If we actually logged the hours spent on a project, not including render times, the hourly rate would probably be less than minimum wage 🙂 Most of my time on 3DS is for selling my own design work and not serving outside clients. These prices may not be realistic for a full time professional 3D'er. Well theres my 2 cents, hope it helps. Mike
#132537From: Don LandisOct 31, 1994 11:05 PM
Hourly rates are such a nebulous thing in this business. What I fail to understand is when someone tells me he charges $50 or $75 per hour for animation work why isn't he bringing home 100,000 – 150,000 per year? I know these people are working many hours on projects. A current video editor and myself are jointly working on a video project for an independent producer. He keeps telling me he charges $75 per hour. Well if it were so the last editing segment he worked on for 35 hours would have blown the budget for the whole project. Here's the point: It doesn't matter what you say is the charge per hour because so many hours never get billed. I spent most of my working life in industry; and, there, all hours get billed. A wage earner gets $10 per hour and makes $400 per week. (40 hours) A manager makes $12-15 per hour and is paid salary. He puts in avg. 60 hours per week. How do I figure? Simple: The line worker punches a clock and doesn't do a damn thing unless he is on the clock. The manager is present for 40 hours but always is working on "homework" and training and job related social affairs etc. Therefore, many times he makes less than the line worker when figured per hour. In the animation and CGI business I, too, have found most clients don't care to pay by the hour. They just want to know what their charge is for X result. So, I just think the comparison of hourly rates are totally irrelevant for this industry. In a practical sense I have one type client that likes to experiment. He usually has no idea what he wants in his animation. We have agreed that I bill him at $15 per hour and I go on the clock for every phone call, every meeting, every learning curve minute to develop his ideas. Guys like him are rare in this industry. Mostly I get the storyboard developed, a non billable couple of hours, have several meetings and then finally go to work. Now I start to charge hours into my estimate. Notice I said charge into an estimate. Most time this client is trying to work an open ended bid (the worst kind of bidding where after you submit a bid the client will take competitor's bids and try to get everybody to further drop the price). I loose a bunch of business at good rates because I refuse to participate in open ended bidding. The bottom line is the "Bottom Line" If after the year end you do a comfortable living and are happy with your life style then you have done well, If you make big big bucks per hour but only got 1 or 2 small jobs all year and spent the rest of the time perfecting your skills and developing a demo reel you're probably on the verge of going out of business. Likewise if you don't charge enough to meet your commitments you will be working long hours with lots to do and still won't make your nut. As far as hard goods involved, I always mark up video for resale. If I bought a video tape for $10 and sold it for $10 I'd be loosing about 20% or $2. It takes about 20 % prorata to cover cost of acquiring and maintaining and selling inventory. These are real costs and not profit.
#132587From: DAN SPOMERNov 1, 1994 8:16 AM
>>Here's the point: It doesn't matter what you say is the charge per hour because so many hours never get billed. << We can all relate to that! I really do not want to know how many hours I spend at this. Many times a project comes in and I must spend hours learning a new procedure before I can even start. The learning curve here is quite extensive at times. You mentioned a client that you put on the clock everytime he called or you turned on a machine for him. How do you keep track of this? Must be tedious at best. An internal clock in 3DS to log hours opened/accumulated on a project would be a handy feature, I believe ACAD has this feature. << As far as hard goods involved, I always mark up video for resale>> I was refering to marking up a rendering/taping service such as yours. I try to make my money from my own talents, and not marking up the services of others. I suppose most people mark up everything that goes through their hands, but it just doesn't feel right to me. Guess I'll never make it in this business if I ever go full-time 🙂 P.S. Our client was blown away by our last job together! Nice work Don.
#132606From: S WhiteNov 1, 1994 9:35 AM
One thing that is hard to do, but is worth the effort. Get a very acurate record of the amount of time spent on EACH project. Then you can always go back and review your time. You would be shocked to see how much time was spent messing around with ideas.
#132761From: DAN SPOMERNov 1, 1994 8:54 PM
I usually juggle 5-10 projects at once, putting a basic idea down everytime one comes to mind. This would require quite a logging procedure, and I would probably forget to do it in the "heat of the idea". How do you manage your times?
#133400From: S WhiteNov 4, 1994 10:41 AM
You are right, active minds are hard to track….Remember the point of the exercise is to simply gain an insight on how much time is actually spent on different projects. More than once I have done something for someone else and grabbed some of it for the ucrrent project. I just basically write down the time spent. In the course of the day I may work on 4-5 different projects. I simply keep a log of time (00:00) begin and time end. I add up the hours later. Believe me I sure don't use a stopwatch. You might also keep track of the discussion time with clients. That adds up. I have been lucky to be able to charge for that time too. Keeps the meeting shorter <g>.
#132821From: Don LandisNov 2, 1994 3:28 AM
I use a real low tech way of doing it. I just keep a log of everything I do. He is in here daily and approves of it, making changes, etc. I consider him more like a boss or supervisor than a client. It works best for both of us this way. He still asks me to make estimates on how much time an effect will take, however.
#132605From: S WhiteNov 1, 1994 9:32 AM
Good stuff Don. And right on. I charge $50 an hour, but sometimes I do full quote that I know I will do allright on. Yeh we end up doing alot of stuff for free sometimes. But I'm the boss, and my house is paid for. Hey Don…do you know where I can get some good storyboard software? I have a client who wants to do the storyboard design and send me the file. Then I do the ANI from that.
#132822From: Don LandisNov 2, 1994 3:28 AM
Storyboard Software?? I never found any that works for me. Usually, customers get creative over lunch, drawing ideas on a napkin. I got tired of food stain napkins in my file folders so I did a 16 window page layout in Page maker and printed up a bunch. I carry these with me and whip them out at the right moment. Everybody carries a pen so we're all set. I would think sty bd software would just slow things down at this stage. If the client wants a real polished sty board I create a crude mesh in 3DS, render the key frames to tga files, paste them into the preprinted form in Page Maker and print it with a BJC-800 in color. Of course I charge for this service as a sty bd of this sort can take some time to develop.
#133401From: S WhiteNov 4, 1994 10:45 AM
The deal is here is that this client is 800 miles away. I only see him every two months or so. They have a lot of computer experience and even use 3DS. I am the one who ties it together into an animated tape show. They want to create the storyboard and send it to me along with some of the meshes which they have done. So far they have been happy letting me do the action. The problem is the technology of their subject is a bit complex. They need to describe it to me in detail.
#132853From: SyndesisNov 2, 1994 9:30 AM
Great insights, to be sure… I agree that it seems like a lot of people don't bill their time correctly, and consequently have a mistaken impression about how much they're "making." At one consulting gig, I watched my peers accept full-time jobs at a certain salary while I stayed a consultant. I worked half-time yet made as much or more than most of them, benefits included. Meanwhile, I could work on my own projects as well as using other consulting jobs to leverage the wage they were paying to make even more money. To be fair, I think I worked harder and more efficiently than the salary workers, too. I think their brains were dulled and time wasted by endless meaningless meetings that I by-and-large could avoid. All in the name of "security," yet at lunchtime, we could all agree that the writing was on the wall and that this branch of the company could disappear in a matter of months. As for judging hourly versus yearly salary, I always multiply by 2,000, the rough number of hours in a work-year. (40-hour 50-weeks.)
#132946From: James Coulter[Mindscape]Nov 2, 1994 6:23 PM
That is a good way of doing it. For me, I multiply the number of verticies in the project by the average size of all texture maps used. I take this result and multiply it by the image resolution of the final project and then divide it by [(1E12) x (25 – # of ON settings in ther renderer dialog)]. I take the natural log of this number and then multiply it by 1K. If I don't like that number, I just make an educated guess. 😉 — James — MAP —
#132971From: MARTIN G FOSTERNov 2, 1994 8:08 PM
>> For me, I multiply the number of verticies in the project by the average size of all texture maps used. << ROFL. Good method. Sounds about as good as any in this voodoo science. My astrologer makes all bids for me. Worked for Mr & Mrs Reagan <G>
#133404From: S WhiteNov 4, 1994 10:55 AM
Huh??? I never thought of that formula. I used to multiply the temperature of noon times the hour that the sun comes up and divide it by the number of times I fell asleep during the project. The math got to hard, so I went back to $50 hr…Take it or leave it.
#133452From: MARTIN G FOSTERNov 4, 1994 1:08 PM
SW, >> so I went back to $50 hr…Take it or leave it.<< you're in Montana, right? The cost of living is much higher in SoCal, I'd guess, so $100 hr is more appropriate here. Although few can probably get that much.
#133952From: S WhiteNov 6, 1994 10:36 PM
Yeh, you are right. But the right job will bring $100 / hr if you work it right…SW
#133655From: James Coulter[Mindscape]Nov 5, 1994 1:36 AM
> so I went back to $50 hr < I have found that if the customer fully understands your pricing method, they will never be happy with the price. — James — MAP —
#133954From: S WhiteNov 6, 1994 10:41 PM
Right on on that one. It seems to become their goal to outsmart us on what is chargable, etc.. If I have to shoot a fixed price, it is usually higher. If the job seems to go well I then discount my bid a bit and watch them smile.
#133654From: James Coulter[Mindscape]Nov 5, 1994 1:36 AM
> Good method. < Thanks. It took years to come up with the formula . . . > My astrologer makes all bids for me. < Is your astrologer also a shareholder? — James — MAP —
#133736From: MARTIN G FOSTERNov 5, 1994 2:42 PM
James, >> Is your astrologer also a shareholder? << absolutely not! I want impartial business predictions, untainted by the bias of potential financial gain <G>.
#132997From: Don LandisNov 2, 1994 10:12 PM
>>I take the natural log of this number and then multiply it by 1K. Good, James, I like that. I have an old tree stump in the back yard. Do you think it'd work if I just sat there rather than contemplated on a "natural log"?
#133656From: James Coulter[Mindscape]Nov 5, 1994 1:36 AM
> Do you think it'd work if I just sat there rather than contemplated on a "natural log"? < Yes. But I would recommend eating a pi while you do it. — James — MAP —
#133676From: Don LandisNov 5, 1994 4:26 AM
Well, if I sat there long enough on the natural log I might think… "Ge om e try" Hey it's late and I should get some sleep!
#133836From: Kevin C. GibsonNov 6, 1994 4:47 AM
<Ge om e try> Don, Thanks for putting a smile upon my face this morning.
#134284From: James Coulter[Mindscape]Nov 8, 1994 8:03 AM
> Gee-I'm-a-tree! < <BG> > Hey it's late and I should get some sleep! < According to my info, you wrote that at 5:26am. That's not late — its early! <G> Rather than go to bed, you should be getting a cup of coffee and doing a few more test renders! Its not time to go to sleep until you wake up to a rapid beeping sound with your face in the keyboard and ten thousand letter Ls scolling up your CIM navigator. — James — MAP —
#134308From: Don LandisNov 8, 1994 9:34 AM
>>Its not time to go to sleep until you wake up to a rapid beeping sound with your face in the keyboard and ten thousand letter…. Well….? That's what happened. <BG>
#134725From: Michele BousquetNov 9, 1994 5:22 PM
<<Its not time to go to sleep until you wake up to a rapid beeping sound with your face in the keyboard and ten thousand letter Ls scolling up your CIM navigator.>> Yes, and when someone asks you about those key-shaped indentations in your face, just say they're birthmarks, or perhaps the results of a hazing ceremony for the Geeks of America fraternity. <g> Michele
#133683From: Kevin C. GibsonNov 5, 1994 9:27 AM
Thanks for putting a smile on my face this morning, Don.
#133076From: Accu-WeatherNov 3, 1994 8:19 AM
You're warped. But it's a good warp. <g>
#133657From: James Coulter[Mindscape]Nov 5, 1994 1:36 AM
OK. Since it's coming from you, I'll consider that a compliment!! <G> — James — MAP —
#132979From: Don LandisNov 2, 1994 8:53 PM
Meaningless meetings… Boy can I agree with that. Having spent over 20 years in industry it sometimes amazed me we ever made any money. <BG>
#133075From: SyndesisNov 3, 1994 8:19 AM
The way big companies waste money… it always made crazy. I'd go from running my business, where I'm watching every dollar, to company X, where they're blowing 5-6 million a year on empty un-leasable Silicon Valley office space, not to mention the endless squandering purchases $1,000 here, $10,000 there, on literal toys to "keep someone happy" or to let them "explore", or catered lunches and dinners, off-site meetings, extended business trips, etc. and I haven't even begun when it comes to employees who survive on smoke and mirrors, who spend the entire day goofing off, who arrive late and leave early, who claim to "be working at home," etc. and then there's the managers who can't recognize any of this… Give me my own business, any day. It's tougher, but more honest.
#132561From: James FranssenNov 1, 1994 2:16 AM
>> Our competitor did the same job on an Amiga for $10,000, but they squeaked it out in 4 days. We wanted 2 weeks to complete it, which is why we didn't get the job. << I am curious to know if you got to see the quality of the Amiga output. Was it better than what could have been done in two weeks with 3D Studio in your opinion? I am curious to know because if a client will pay that much more for a quicker turn around rather than quality, then maybe there is a way to speed up 3DS, losing a little quality, yet getting a job because you beat the competitor in turnaround time. I am not too familiar with Amiga's software (Lightwave?), but what I have seen I have not been very impressed with. Thanks for replying.
#132585From: DAN SPOMERNov 1, 1994 7:51 AM
>> I am curious to know if you got to see the quality of the Amiga output. Was it better than what could have been done in two weeks with 3D Studio in your opinion?<< We did see the animation. Actually it was a series of stills, with several 10 sec. animated parts to it. Quality was poor, and almost no color. When the client saw our 3DS Demo work, he was blown away by the quality. We were not willing to compromise our work to fit in his time schedule.
#132684From: Paul Sanford [LVL5]Nov 1, 1994 2:30 PM
>> When the client saw our 3DS Demo work, he was blown away by the quality. We were not willing to compromise our work to fit in his time schedule. << Hooray! I too have had similar experiences. A client was unwilling to shell out the $ (an extremely low bid) that I asked for a job. They found someone else to do it for less, and it sucked. Now they are trying to sell their product with this crummy animation. Everyone hates the quality. We've just entered a contract where I'm getting roughly twice my original bid (I'm more "established" now), and they have to use previews of my stuff to show customers ("uh, this is what the new piece will look like…"). Theoretically I could have done a cheesy piece for them, but I, like you, take pride in my work. In bigger markets it might do 3DS and 3DSers harm if clients see 3DS output that looks shoddy. I really sell 3DS as well as my services. My awe of the program comes across.
#132854From: SyndesisNov 2, 1994 9:30 AM
Oh, yes, that poor quality had nothing to do with the talents of the animator. It's a deficiency of the Amiga chipset and multitasking architecture. It prevents RGB values from looking quite "right." Yup, once a C program tries to pass an RGB file out to the screen or to a file or to a PAR, the Amiga screws it up. 🙂
#132535From: Oct 31, 1994 10:47 PM
James: >> suggestions as to an hourly rate to charge a client. Much depends on whether you are working out of your house or have a full office to support. Does the client care if you have full liability insurance and people to cover if you get sick so as not to miss a deadline? If so, they are usually prepared to pay more. Also, minor things like experience, previous projects completed, etc. add a lot to your ability to get more money for your animation work. Another factor is the part of the world you are in, and the competition in the local area. Good luck! Greg Pyros
#132562From: James FranssenNov 1, 1994 2:16 AM
>> Much depends on whether you are working out of your house or have a full office to support. << Fortunately I have no overhead now, just me and my partner, but I am concerned with getting the idea across to the client that they may be paying more for better quality rather than going to a competitor because of quicker turn-around. I have only 7 years experience with computer animation, but I feel that charging more for that experience is, if not desired, expected. I guess it is up to the client to decide that one 🙂
#132591From: David J. MarksNov 1, 1994 8:23 AM
>> I have only 7 years experience with computer animation… That's practically a veteran in this industry. What platforms did you work with prior to 3DS?
#132672From: James FranssenNov 1, 1994 1:29 PM
>> What platforms did you work with prior to 3DS? << I started on a software known as Cubicomp (I believe they are now called something else) in a class I took specializing in computer graphics and design. That was one serious headache, but a great learning tool. I then went on to work for a company that had a Cubicomp setup, and burned up two boards somehow (I think I asked it for too much :)) <– wow, how do you do a smiley inside a parenthesis? Anyway, an opportunity arose for a nicer setup soon after, we gained access to an SGI Crimson with 128 meg Ram and started trying software out. I worked with Wavefront for about a year, then we tried SoftImage for about another year. I've been using 3D Studio for a few years on a system at home. But I have to give most of my learning credit to the Cubicomp (I believe "Picturemaker" now) as well as giving it credit for my initial fear of getting into this industry to start with. 🙂
#132851From: John N. JordanNov 2, 1994 9:12 AM
>> I have only 7 years experience with computer animation.. That's nothing to sneeze at there.. It sure beats my 8 mo. or so.. >>Charge per hour Well, here we list $75 per man hour, and $50 per rendering hour, but that was established before I got there. I rarely can go by that rate. Usually it's only little, non 3DS jobs that I go by that.. With my experience, and the needs of the video house I work for (contract), I'm only doing relatively simple stuff. The clients I've worked with have been interested in a flat sum, and that's ok by me (in most cases). I think it's pretty hard to guestimate the number of hours for a job, at least for me and this equipment. I usually estimate by complexity, diffuculty for me to make it, demands on the machine (raytraced shadows, transp, etc.), look, and use for the client. I won't go low if I know they will use it a lot. Most of my projects are from nice, but simple logo treatments to my most recent particle based animation. And it's taken me a couple weeks, on average, to get them done. They usually range between $1000 to $2000 in cost. I'd say about $20 per hour is about the average I get. Which isn't bad for my needs, and the area. (Central KY) I really don't have to worry about competition, since I rarely work on something not related to what is being done in production. I get all their work. I'm busy enough as it is.. mabe later I'll look for more work.
#132604From: Brandon BartlettNov 1, 1994 9:30 AM
Hi James, Here's my 2 cents worth: We are based in the southeast (Alabama) in between several large metropolitan areas. In order to compete with the companies located in the large cities, and to make this kind of work available to all the folks not in the big cities (and used to paying big city prices) we base our estimates on $30-$40 per hour. The client never sees that number though, for I agree with Don Landis: >> In the animation and CGI business I, too, have found most clients don't care to pay by the hour. They just want to know what their charge is for X result. So, I just think the comparison of hourly rates are totally irrelevant for this industry. >> It is only used for our estimating purposes, because it is still easier for our brains to calculate based on estimated time. We first discuss the project in depth with the client, so we can come up with a reasonably accurate time estimate. That number we multiply by our "hourly rate", then add a percentage markup to cover unforseen expenses or time, usually about 25%-50%, depending upon the impression we got from the client (if they knew exactly what they wanted and were familiar with this kind of work before, there probably wouldn't be much of a markup, if any. But, if they were themselves uncertain as to what they really wanted, the markup would naturally go up a little). Then, the final bottom-line number is what we propose to the client for "X" results. Animation has been sort of a hard sell down here in the south, where if it ain't got nothin' to do with a truck or huntin', it ain't worth the time<g>(I'm a born and bred red-neck, so's I can make fun of us). So I also agree with the idea that where you are also determines, to a certain extent, what you charge and what the local market will accept. So far, in the last two years, we have only had one proposal to a serious client turned down (needless to say, I'm not counting the yo-yo's who only want us to do up-front work and then use our proposal to get someone else's price down, but we're getting better weeding them out). Anyway, that's my 2 cents worth (or, looking back, it looks like about a dime's worth<g>), hope it helps, and give 'em heck!!