Mistah_Richard
First Post
I think I can shed some light on this (not that others haven't). I can provide a viewpoint as a freelancer AND as a former partner and project director at Sanguine Productions Ltd.
From a company standpoint, we would pay what the artist was worth. Typical per page rate was 60 to 80 US dollars per page of B&W. This scaled down based on actual page size drawn. Thus, a 1/2 page piece would be around 40 USD and a 1/4 page would be 20 USD. We only did B&W interiors so there was no color rate. For color covers, the scale ranged from 300.00 to 900.00 depending on the talent, professionalism (meeting deadlines, following file formats, etc), and fan base. Sanguine had limited purse strings so that was what we could afford.
As a freelancer now, I have gone as low as 5 USD for an eighth of a page. Why? Because I can pump them out REALLY fast. They are detailed, yet simple B&W linework pieces and I can get 3 to 5 done in an hour rating my pay around 20.00 per hour. Which is fine for me. I am not THE artists of artists. I avoid projects I know I cannot do and for more detailed stuff the price jumps pretty high.
Bottom line though is that Game Industry doesn't follow a true scale. This may be a good or bad thing. I honestly do not know. I can say that if an artist even suggests following the pricing guidelines in the Graphic Artist's Guild's handbook I would laugh. Certain markets simply cannot bear the burden of a standard wage one might find in say Package Design or Advertising. When a publisher prints 3000 books (and yes, A GOODLY amount of the D20 products out there are printed in small numbers) you cannot afford to pay EVERY artist 120.00 to 180.00 an illo. So the good artists get better in skill, and more importantly, style and fan development (artists sell book just because their art is on the cover more often than you might think) AND/OR learns to take projects they know they can whip through in a blaze of speed with little in the way of loss in quality.
Hope that helps!
From a company standpoint, we would pay what the artist was worth. Typical per page rate was 60 to 80 US dollars per page of B&W. This scaled down based on actual page size drawn. Thus, a 1/2 page piece would be around 40 USD and a 1/4 page would be 20 USD. We only did B&W interiors so there was no color rate. For color covers, the scale ranged from 300.00 to 900.00 depending on the talent, professionalism (meeting deadlines, following file formats, etc), and fan base. Sanguine had limited purse strings so that was what we could afford.
As a freelancer now, I have gone as low as 5 USD for an eighth of a page. Why? Because I can pump them out REALLY fast. They are detailed, yet simple B&W linework pieces and I can get 3 to 5 done in an hour rating my pay around 20.00 per hour. Which is fine for me. I am not THE artists of artists. I avoid projects I know I cannot do and for more detailed stuff the price jumps pretty high.
Bottom line though is that Game Industry doesn't follow a true scale. This may be a good or bad thing. I honestly do not know. I can say that if an artist even suggests following the pricing guidelines in the Graphic Artist's Guild's handbook I would laugh. Certain markets simply cannot bear the burden of a standard wage one might find in say Package Design or Advertising. When a publisher prints 3000 books (and yes, A GOODLY amount of the D20 products out there are printed in small numbers) you cannot afford to pay EVERY artist 120.00 to 180.00 an illo. So the good artists get better in skill, and more importantly, style and fan development (artists sell book just because their art is on the cover more often than you might think) AND/OR learns to take projects they know they can whip through in a blaze of speed with little in the way of loss in quality.
Hope that helps!