davdud101
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How Should I Price?
Hey, everyone. I finally have kicked off my small music composition/production business. You can hear my samples here: http://soundcloud.com/simfoni-media So, I have a client who wants me to remix and rearrange his music.. FOR PAY. This is my first client, and I really am unsure how to set a good price.... Should I go per-song? Fee-per-minute? And, for whichever I choose, what would be a feasible price? I assume we'd have to negotiate, but I really haven't looked deep into the industry, and I don't know how much professionals generally charge. Could someone help me out?
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Old55
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Re:How Should I Price?
2012/09/08 12:00:07
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I'm not actively in business these days. I did some CD pre-mastering a long time ago. These are a few basic things I learned back then. Hopefully, this will get the discussion started and more qualified people will give you more current and relevant advice. For starters, check out studios and people that are doing the same services in you local area. Find their web sites and see what they're charging. This will give you a starting point. Once that starting point is found, decide on a strategy. Do you have some unique talent, service or equipment that lets you justify charging more than the average studio in your area? Do you want to charge less than the average in the hopes that you'll get more business? You should also spell out exactly what your client will get for his money. Charging by the hour is probably your best best. If you charge by the song be prepared to work some song that takes forever and you'll still get the same price as a song that only takes a half-hour. If you charge by the hour, you should be able to give your client an estimate on how long it will take to do the work and how much he should expect to pay. If something will take longer than the estimate, you should get approval before you do the work. Some negotiation as you get started is OK, I suppose. Don't sell yourself short, though. It's still your time and effort. Hopefully, others with more experience will have more to offer. Good luck.
Should auld acquaintance be forgot--hey, who the hell are you guys? X2(X3 pending hardware upgrade), Emulator X2, E-mu 1212M, Virtual String Machine
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jamesg1213
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Re:How Should I Price?
2012/09/08 13:05:20
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I'm with Jan - a reasonable hourly rate would be a good way to start. Once you've got a few projects under your belt you'll be able to judge how long things take, and then you could offer a fixed price if you wanted to. One thing though - don't release the whole song to the client before payment..
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davdud101
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Re:How Should I Price?
2012/09/09 16:00:32
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Thanks for the replies, you guys! But darn- I definetly should have jumped on the clarification bandwagon. I won't actually be an in-house producer, rather an email-to-contact type guy, like, all internet clients. I'll essentially be doing scoring for video game and film projects, hoping to bring something new to the table with cheap, high-quality production. Not sure if that's a niche, but if not, mine is that I cater especially to the low-to-no-budget developers and directors with the ability to negotiate a ton (I have no steady job at the moment, so any bit of income is fine for me, which is my reason for that). So to put it simply, with the way the company is right now, I won't be using a by-the-hour payscale. Are there other ways to determine price?
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slartabartfast
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Re:How Should I Price?
2012/09/09 19:35:40
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a reasonable hourly rate would be a good way to start Deciding what is reasonable is the difficult issue. Clearly not all workers will produce the same amount of work per hour. In the days when unions policed their own members productivity, the hourly rate for a journeyman was higher than the rate for an apprentice, but the journeyman was expected to produce a minimum amount of work (square feet of wallboard or whatever per hour) that was commensurately more than the apprentice. A contractor would bid a per job cost, and hire the workers it required to come in under cost and deadline. A per job estimate would give your customer some assurance that he is not being gouged because he is paying for your learning, and allow him to know what he is going have to pay for the product before he begins. Then you will face the loss (in terms of your own time) if you are slower than the competition. I would be unlikely to hire someone without a good track record on an hourly basis. If you were a world famous producer, then the situation would be different.
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Dave Modisette
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Re:How Should I Price?
2012/09/09 20:29:37
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I agree that your pricing should be a fixed price per project with a few tweaks optional since you are working where the client can't be there with you. If you're a little slow because of inexperience, then you'll run into situations where you won't make as much but you will be getting experience and learning how long it will take you on average per track. Doing a per hour rate is good when you have the artist with you and experiencing how long it takes to do the job so that they don't think you are padding the hours in order to make more money. I would go at a lower fixed price and see if you can get all of your available time booked. When it is, then start raising the rate and find the spot where you start having open time available again. You may find that you can stay at that point and work in rush jobs at a higher rate than normal.
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davdud101
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Re:How Should I Price?
2012/09/16 20:11:03
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Thanks for the input so far, you guys! I've deicided to take on the $$-per-minute-completed type of payment. That of course, leaves me wondering; What are my price options? I recently got a client. I haven't begun work on his project yet, but even following me telling him I'm willing to negotiate, he suggested that I throw a price his way. My big problem is that I don't want to high- or low-ball it. I don't want to lose the client, nor do I want to make less then the amount of work is worth. I have experience with commisioned work, but since this is my first true, paying client, I was wondering ust what target I should hit, price-wise? Thanks again!
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