The accurate price is set with all the requirements and sample assets at hand. Sample assets serve as a guideline, and the requirements help us to schedule the workflow and allocate the relevant resources. The workflow depends on the number of hours to be spent on your project, and the capacities of our precious human resources – artists, lead artists, project managers (who plan the project, translate your demands to the specification and provide the milestones) — are counted on an hourly basis. The complexity of a job influences the rates of artists, and we offer a diversity of specialists, from 2D artists to profound experts in particular art style. Our rates range from $22 to $30 per hour.
HOW DO WE MAKE ART?
Allcorrect generally leverages our standard client-centric approach for art projects:
1. First meeting. We schedule a Skype or Zoom call with our art lead and project manager. That lets us get to know each other better, also making sure that all the requirements are clear and we’re on the same page regarding what we need to achieve.
2. Specifications, pricing, and timeline. When we have enough information about the job, we put together project specifications for your final approval. Then we agree on the quote, timeline, and approval stages.
3. Paperwork and payment. The project manager offers you two options for the agreement: Ireland or Hong Kong. If it’s your first project with us, we accept 50% of the payment up front. Subsequent jobs are postpaid or invoiced monthly. Wire payments to our US bank account, PayPal, and TransferWise are all accepted.
4. Delivery. We prefer regular deliveries along project milestones to get timely feedback we can use to adjust the pipeline according to your vision if needed.
5. Ongoing work. Our average client has been with us for three years even with 100+ of them joining in 2020.
Over our many years in business, we’ve perfected our understanding of what gaming companies need, relying heavily on lean production and quality management. We focus on an uncompromising commitment to quality found in the balance between time and cost, and we have impressive results to show for it.
DISCOUNTS AND SPECIAL OFFERS
By effectively managing the production process, we’re able to cut expenses on large-scale projects without sacrificing quality. That lets us offer discounts for large projects, long-term projects with recurring updates, and the like. Just let us know if you think your project might be eligible for some money off. Who knows? Maybe it will make such a good impression on the manager that they’ll agree with you. ;)
FEES
We don’t have a minimum fee policy, though the time it takes to create a piece of artwork cannot be less than an hour. We also don’t apply a rush fee unless it’s an unscheduled weekend project, in which case the price may be 50% higher. Incidentally, working on the weekend is fine when it’s a rush order so long as we’re given advance notice.
CONTRACT AND PAYMENT
We let you sign a contract with and make payments to a legal entity in a convenient jurisdiction using whichever currency is best for you (USD, EUR or HKD). Since we’re used to working on projects coming to us from around the world, all documents are signed electronically.
SAMPLE ESTIMATES
Here are several examples from our portfolio just so we’re on the same page. 1. Full-color casual backgrounds for a match-3 mobile game (composition research, color palette research, final render):
Pricing: 32 hours * $24 = $768 per background
Project scope: 6 backgrounds
Project duration: 4 weeks
Team: 2 artists + 1 art lead + 1 PM
Comment: The pipeline for this project was simple and didn’t require either rare specializations or a long search for the right solution. Each artist made three backgrounds from scratch, working in a common visual style. As the client was in constant contact with the team, we were able to get rapid feedback and complete the project in one month.
Why do 32 hours of artwork with two artists take almost a month? That’s a long time for even one artist. But you have to remember a few things: artists can only stay productive and focused for six hours each day, while getting client approval for every project stage can take several days. It also takes a few days to build the team at the beginning.
2. Character design for a visual novel in a comic-book style (appearance and pose research, color palette research, final render):
Pricing: 24 hours * $28 = $672 per character
Project scope: 4 characters
Project duration: 3 weeks
Team: 2 artists + 1 art lead + 1 PM
Comment: We assigned two artists to this project, one for black and white sketches, and the other one to help with the coloring stage. It took ten days to find the right artists and work closely with the client to figure out the styles for the characters. The job itself took only another ten days.
3. Game location map in a photorealistic style (composition research, location setup, final render in matte painting technique):
Pricing: 48 hours * $26 = $1248
Project scope: 1 map
Project duration: 2 weeks
Team: 1 artist + 1 art lead + 1 PM
Comment: This project had clear requirements and a familiar pipeline. Some time was spent waiting for the client’s feedback, but everything was completed in two weeks.
4. Collection items in a pseudorealistic style for a mobile game (angle and silhouette research, final render):
Pricing: 6 hours * $28 = $168 per item
Project scope: 24 items
Project duration: 4 weeks
Team: 4 artists + 1 art lead + 1 PM
Comment: The team was made up of part-time freelancers, which is why the project took as long as it did. There were also numerous iterations so the icons fit the game style perfectly. The client loved the result, and we continued working together.
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