How game music, sound and voice acting is priced
Game audio is priced a few different ways: per finished minute or per track for music, per sound for sound effects, and per line, per word or per hour for voice acting. Some people quote one price for the whole project. Here is how each works and what to put in writing.
I'm not going to make up numbers. Where I give a range, it comes from a named public source you can read yourself. Rates depend on experience, scope, deadline and rights, so the best way to get a real number is to send your budget in the first message.
Music
- Per finished minute. The most common way composers quote. You pay for minutes of final music, not hours worked. A 2016 Game Developer article by composer Kole Hicks put work-for-hire rates at about $500 to $1,000 per minute for emerging composers and $1,000 to $2,000 for mid-tier ones (Game Developer). Guides from GameSoundCon and Ninichi Music show many indie projects paying less, especially when the composer keeps the rights.
- Per track. Simple for small games: one price per finished piece. Ask how long each track is and whether loops and variations count as extra tracks.
- Per project. One price for the whole soundtrack. Write down exactly what's included.
- Per hour. Rare for composing, more common for implementation work like setting up adaptive music in FMOD or Wwise.
Sound effects
- Per sound. The same Game Developer article put work-for-hire sound effects at about $20 to $50 each for emerging designers, $40 to $75 for mid-tier and around $100 for top-tier (Game Developer). Variations of one sound, like five footsteps, are often priced as a bundle.
- Per hour or day. Common for bigger jobs, implementation, or when the list of sounds isn't final yet.
- Per project. One price for a full sound pass. Great when you know your sound list.
Voice acting
- Per line. Common for small roles and barks. Ask how they count a line and whether alternate takes are included.
- Per word. Common for narration and longer scripts.
- Per hour or session. Common for game characters. Many voice actors use the GVAA Rate Guide as a reference for game rates, minimums and buyouts.
- Union work (like SAG-AFTRA in the US) has its own rates and rules. Ask up front whether the actor is union.
Art and VFX
Artists usually price per piece, per asset, per sprite or animation frame, per hour, or per project. VFX artists usually price per effect, per sprite-sheet animation, per hour, or per project. More on hiring them in how to find an artist and how to find a VFX artist.
What to agree in writing
- What's delivered: number of tracks, minutes, sounds or lines, and file formats.
- Revisions: how many rounds are included and what an extra round costs.
- Rights: license or full buyout. Can you use it in trailers, sell the soundtrack, let streamers play it without claims?
- AI use: whether the work can be used to train AI or clone a voice. Many creators say no, and on ComposerScout uploads are never used for that.
- Credit: how the person is credited in the game and store page.
- Payment: amount, schedule (for example half up front), and what happens if the project is cancelled.
Frequently asked questions
How do composers charge for game music?
Usually per finished minute of music, sometimes per track or as one project price. Rates depend on experience, live instruments, deadline and rights. A 2016 Game Developer article put work-for-hire at about $500 to $2,000 per minute for emerging to mid-tier composers, and many indie projects pay less when the composer keeps the rights.
How much do sound effects cost for a game?
Often priced per sound. A 2016 Game Developer article put work-for-hire sound effects at about $20 to $100 each depending on the designer's experience. Bigger jobs are often priced per day or per project.
How are voice actors paid for games?
Per line, per word, or per hour or session, depending on the role. Many voice actors use the GVAA Rate Guide as a reference. Union actors follow union rates.
What's the difference between a license and a buyout?
With a license, the creator keeps the copyright and lets you use the work in your game on agreed terms. With a buyout, you own it outright. Buyouts usually cost more.
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Find my matchMore guides
- How to get music and sound effects for your game
- Free music for indie games (CC0)
- How to find a composer for your indie game
- How to find a sound designer for your indie game
- How to find a voice actor for your indie game
- Where to find a composer, sound designer or voice actor
- How to find an artist for your indie game
- How to find a VFX artist for your indie game