Hourly Rate and Commission pricing
Aug. 10th, 2010 08:59 pmSince this community is also for dicussing artistic business transactions (and partially to mitigate a recent post pointing to a guy who has ....hmmm... not the best intentions on hiring), I dusted off an old post from my personal LJ to share with you. I think it's quite informative for someone who is/wants to be/will be self-employed.
(Originally posted back in January of 2009. I graduated in December and managed to get a great job early this year.)
One of my classes this semester (and I'm doing these backwards a bit, so the info is really more pertinent to those of my classmates who are planning to graduate this May) is called "Shop Management Practices." Basically, it's "how to run an instrument repair shop" and deals with everything from MSDS sheets to basic accounting.
Anyhoo...
On Friday we discussed the idea of figuring out what your "hourly shop rate" needs to be. In Band Instrument Repair an hourly shop rate of $40.00 is considered about average, based on location. Ahhh, but how does one figure this out?
It's a very simple basic formula: Total expenses / Hours worked = Hourly Shop Rate
Let's take a look...
First and foremost, figure out YOUR ANNUAL SALARY (as in, a reasonable salary to keep your lifestyle). Let's say $36,000 per year. That divides up quite neatly. So, per month, you need $3,000.
On a sheet of paper, list your *monthly* expenses. This includes (but is not limited to):
- salary (mentioned above)
- rent (if you have a shop, as opposed to working from home)
- utilities
- cost of supplies (not JUST art supplies, but also things like staplers, printer ink, mailing envelopes, stamps, etc. Don't be stingy with this list as your supplies are the basic core of your revolving expenses.)
- taxes (sales tax, business tax, etc. Check with your local rep. to see what applies to you)
- vehicle expenses (Gov't rate is $0.42 per mile, which is pretty accurate to include fuel, basic maintenance, etc. Calculate how many miles per month you think you'll drive that's business related, and that includes supply runs!)
- insurance (especially if you're working with expensive items)
- legal (a very good idea if you might be dealing with art theft and copyright violation)
- advertising (this includes attending cons and keeping a website, not JUST your traditional advertising mediums)
- investments and expansion (Ooh, I know I'll need to buy this really expensive airbrush if I want to start doing -insert art style here-.)
I'm sure there's more, but I honestly can't remember it all. We had an amazing checklist in class.
Okay, once you figure out your monthly expenses, look at how many hours you will devote to working. Your basic 9 to 5 job is considered 40 hours per week. Multiply that by 4 to get 160 working hours per month. Now, I'm going to pull a monthly "total expenses" number out of thin air to demonstrate. Let's say $4200.
You divide $4200 by 160 and get $26.25. THIS is what you *should* be earning per hour of work.
So we're done, right? Noooo..... How do you KNOW this is what you're earning? Let's take a look. (I have NO idea what you guys really make, so please don't kill me for my made-up numbers, okay?)
Let's say "Artguru" has her own business and primarily does commissions. For the month of January, she takes in $400 in week 1 with pre-con badge orders. Week 2 sees an additional $520 with one or two large commissions. Week 3 is the con and she does well, bringing in $1200. Week 4 dips down to a rather sad $380. "Artguru" is very good about setting work hours and averages 40 hours per week. (Again, I'm just using these numbers as an example!)
So, 400+520+1200+380 = $2500 With monthly expenses at $4200, she's not making enough to support her business. Her "shop efficiency" is at about 60% which means she's making a little less than $16 per hour. (actual / proposed or 2500 / 4200). Most shops can survive at 75-80%. 100% is theoretical... ya gotta go to the bathroom sometime!
What can we do? Well, if "Artguru" wants to support herself, she can do one of two things. She can work longer hours to make up for the lack of income, OR she can charge more on commissions and prints. If she were to work longer hours, she would have to work (theoretically) 40% more to make up the difference. That means, her 8-hour day just became an 11+ hour day. Yikes!
Might be better to charge more. How do we figure that? Well, right now she's making about $16 per hour when she needs to make $26 (yes, I pulled out the fractions, don't kill me. XD )
This is where I become hazy in my remembering.... so I'm going to *realllly* compress things. I'm also going to "dumb it down" a bit so my brain doesn't explode from math overload!
Let's take a look at commissions. "Artguru" has several levels of commission. The most popular are her con badges which she currently charges $20 for a full-color badge. On average, she can crank out six badges per work day. This means it takes about 1 hour and 20 minutes per badge on average. To keep her business afloat, she needs to charge around $34 per badge, keeping her $26/hour workrate. Larger, more time-intensive commissions will also need to be progressively more expensive. However, as she works on commission (no pun intended) and doesn't see the full amount until completion for the larger works, how does she stay afloat?
Simple. (Kind of) Keep a rotating roster of quick and time-intensive jobs so that you can balance out your payments as well as keeping your mind fresh with new material. Build this rotation into your "finish date" on your contracts so that you're not rushing to complete a HUGE job at the last minute. If it takes 50 hours to paint a large piece and you know you need to do 3 con badges a day to keep money circulating, then factor in that you can reasonably expect to put only 4 hours a working day into that large commission... meaning it would take nearly three weeks to complete.
By including your salary into the equation of expenses, you should be able to keep a reasonable supply of cash in your personal account to tide you through lean times. Mind you, your shop rate is an INTERNAL number, and is NOT the customer's business to know.
This is just a basic intro to shop practices. I have not factored in things like reputation or location, so also please bear this in mind. I hope it helps! Comments are encouraged.
Also crossposted to my personal LJ from a looong time ago.
(Originally posted back in January of 2009. I graduated in December and managed to get a great job early this year.)
One of my classes this semester (and I'm doing these backwards a bit, so the info is really more pertinent to those of my classmates who are planning to graduate this May) is called "Shop Management Practices." Basically, it's "how to run an instrument repair shop" and deals with everything from MSDS sheets to basic accounting.
Anyhoo...
On Friday we discussed the idea of figuring out what your "hourly shop rate" needs to be. In Band Instrument Repair an hourly shop rate of $40.00 is considered about average, based on location. Ahhh, but how does one figure this out?
It's a very simple basic formula: Total expenses / Hours worked = Hourly Shop Rate
Let's take a look...
First and foremost, figure out YOUR ANNUAL SALARY (as in, a reasonable salary to keep your lifestyle). Let's say $36,000 per year. That divides up quite neatly. So, per month, you need $3,000.
On a sheet of paper, list your *monthly* expenses. This includes (but is not limited to):
- salary (mentioned above)
- rent (if you have a shop, as opposed to working from home)
- utilities
- cost of supplies (not JUST art supplies, but also things like staplers, printer ink, mailing envelopes, stamps, etc. Don't be stingy with this list as your supplies are the basic core of your revolving expenses.)
- taxes (sales tax, business tax, etc. Check with your local rep. to see what applies to you)
- vehicle expenses (Gov't rate is $0.42 per mile, which is pretty accurate to include fuel, basic maintenance, etc. Calculate how many miles per month you think you'll drive that's business related, and that includes supply runs!)
- insurance (especially if you're working with expensive items)
- legal (a very good idea if you might be dealing with art theft and copyright violation)
- advertising (this includes attending cons and keeping a website, not JUST your traditional advertising mediums)
- investments and expansion (Ooh, I know I'll need to buy this really expensive airbrush if I want to start doing -insert art style here-.)
I'm sure there's more, but I honestly can't remember it all. We had an amazing checklist in class.
Okay, once you figure out your monthly expenses, look at how many hours you will devote to working. Your basic 9 to 5 job is considered 40 hours per week. Multiply that by 4 to get 160 working hours per month. Now, I'm going to pull a monthly "total expenses" number out of thin air to demonstrate. Let's say $4200.
You divide $4200 by 160 and get $26.25. THIS is what you *should* be earning per hour of work.
So we're done, right? Noooo..... How do you KNOW this is what you're earning? Let's take a look. (I have NO idea what you guys really make, so please don't kill me for my made-up numbers, okay?)
Let's say "Artguru" has her own business and primarily does commissions. For the month of January, she takes in $400 in week 1 with pre-con badge orders. Week 2 sees an additional $520 with one or two large commissions. Week 3 is the con and she does well, bringing in $1200. Week 4 dips down to a rather sad $380. "Artguru" is very good about setting work hours and averages 40 hours per week. (Again, I'm just using these numbers as an example!)
So, 400+520+1200+380 = $2500 With monthly expenses at $4200, she's not making enough to support her business. Her "shop efficiency" is at about 60% which means she's making a little less than $16 per hour. (actual / proposed or 2500 / 4200). Most shops can survive at 75-80%. 100% is theoretical... ya gotta go to the bathroom sometime!
What can we do? Well, if "Artguru" wants to support herself, she can do one of two things. She can work longer hours to make up for the lack of income, OR she can charge more on commissions and prints. If she were to work longer hours, she would have to work (theoretically) 40% more to make up the difference. That means, her 8-hour day just became an 11+ hour day. Yikes!
Might be better to charge more. How do we figure that? Well, right now she's making about $16 per hour when she needs to make $26 (yes, I pulled out the fractions, don't kill me. XD )
This is where I become hazy in my remembering.... so I'm going to *realllly* compress things. I'm also going to "dumb it down" a bit so my brain doesn't explode from math overload!
Let's take a look at commissions. "Artguru" has several levels of commission. The most popular are her con badges which she currently charges $20 for a full-color badge. On average, she can crank out six badges per work day. This means it takes about 1 hour and 20 minutes per badge on average. To keep her business afloat, she needs to charge around $34 per badge, keeping her $26/hour workrate. Larger, more time-intensive commissions will also need to be progressively more expensive. However, as she works on commission (no pun intended) and doesn't see the full amount until completion for the larger works, how does she stay afloat?
Simple. (Kind of) Keep a rotating roster of quick and time-intensive jobs so that you can balance out your payments as well as keeping your mind fresh with new material. Build this rotation into your "finish date" on your contracts so that you're not rushing to complete a HUGE job at the last minute. If it takes 50 hours to paint a large piece and you know you need to do 3 con badges a day to keep money circulating, then factor in that you can reasonably expect to put only 4 hours a working day into that large commission... meaning it would take nearly three weeks to complete.
By including your salary into the equation of expenses, you should be able to keep a reasonable supply of cash in your personal account to tide you through lean times. Mind you, your shop rate is an INTERNAL number, and is NOT the customer's business to know.
This is just a basic intro to shop practices. I have not factored in things like reputation or location, so also please bear this in mind. I hope it helps! Comments are encouraged.
Also crossposted to my personal LJ from a looong time ago.
no subject
Date: 2010-08-11 01:43 am (UTC)no subject
Date: 2010-08-11 02:23 am (UTC)no subject
Date: 2010-08-11 01:46 am (UTC)Might I suggest also posting this on the FulltimeFurs LJ community? People often have questions on how to price their work. This cleared up a lot of things for me, and I could imagine it helping others, too!
no subject
Date: 2010-08-11 02:24 am (UTC)no subject
Date: 2010-08-11 01:50 am (UTC)Though I should say that this kind of logic really only applies to people who are making living income, and who are experienced. Beginners starting out really shouldn't expect a professional living wage from their commissions right off the bat.
no subject
Date: 2010-08-11 02:01 am (UTC)no subject
Date: 2010-08-11 02:27 am (UTC)I guess I should have also mentioned experience. My teacher was very vocal about the fact that we charge by the job, not by the hour, so a beginner would essentially make a lot less for a clarinet repad that takes them five hours when an experienced tech can do one in two. The job price for both techs should be the same, but the beginner would take longer for the same results.
no subject
Date: 2010-08-11 02:41 am (UTC)otherwise you're just paying more for someone with less experience, which no one's going to do / you shouldn't really ask someone to do XP
no subject
Date: 2010-08-11 01:57 am (UTC)Not so much relevant to this community, but I saw the $40/hr thing and wondered why I was going into vet tech instead of instrument repair :p.
no subject
Date: 2010-08-11 02:30 am (UTC)Though there are SOME techs that can demand (and get) that rate, or higher, just like there are artists who can charge whatever they want, yanno?
no subject
Date: 2010-08-11 02:38 am (UTC)My sister's more or less freelancing right now, I should link her to this...
no subject
Date: 2010-08-11 02:44 am (UTC)It's usually a bad sign when one opens the case and keys fall out. >.>
no subject
Date: 2010-08-11 02:09 am (UTC)Also a few people I know who are starting a business within the "art" industry have worked at a lose for a while before they are able to take a "wage" from the business.
no subject
Date: 2010-08-11 02:33 am (UTC)My post was intended more as a guideline, rather than the end-all be-all of wage determination. I did leave quite a bit out as, at the time, I had forgotten to bring home my notes, and now I can't locate my binders. >.>
So, yeah... nearly all businesses operate at a loss when they start out. It's essential to have a cushion of several months' expenses saved away to cover costs until one can earn a profit.
no subject
Date: 2010-08-11 02:41 am (UTC)Also sometimes if you are able to put a folio together you can go to the bank for a loan. Obviously you have to make payments to that x_X;...Mum told me if ever you are having trouble paying a loan to contact the bank straight away and let them know your situation. They are generally pretty understanding (well here that I have found, very vidulant too @_@;...)
no subject
Date: 2010-08-11 02:49 am (UTC)I found this out, first hand, when I was trying to get into grooming. I couldn't groom fast enough to even pay for my current bills, never mind the costs of repairing my equipment.
Added this to memories, thanks!
no subject
Date: 2010-08-11 02:50 am (UTC)I've kinda given up on that until I can get faster and still maintain my quality.
no subject
Date: 2010-08-12 12:42 am (UTC)I wanted to open my own shop originally, but, after seeing the work my boss does (it's a small shop, seven full-time and two part-time, including the owner and his wife) I'm going to hold off for a LONG time. ...not to mention I just don't have the *experience* to handle some of the repairs that come in. >.
no subject
Date: 2010-08-12 12:57 am (UTC)no subject
Date: 2010-08-11 02:13 am (UTC)no subject
Date: 2010-08-11 02:34 am (UTC)no subject
Date: 2010-08-11 02:18 am (UTC)It's too bad that most commissioners probably don't think of paying for artwork at an hourly rate. It's not like you can keep track of the artist's hours. When it comes down to the numbers, I think people will go with what's cheaper and not really consider the reasons behind the prices. Sometimes I'm a little bothered by advertisements that include the reason the artist needs money... whether you need it to pay hospital bills or just to go see a movie, it shouldn't give you an edge over someone else.
I've got a lot of rhetorical questions coming up from this... I know you didn't factor in location, but does this meant that if you're living somewhere with a higher living cost (say, California), you have a right to charge higher? With any other business this makes perfect sense, but somehow with art I can see people being offended.
I also heard from a commissioner once that it makes sense to charge more if you have a degree. After all, you spent money and time on a degree, and it should factor into your prices. Any other industry would do this (and it's the reason I have a hard time finding minimum wage jobs most likely, because no one wants to pay me more for the same job just because I have a degree). But I don't think I've ever seen anyone mention it. In fact I'm under the impression that most freelance artists, particularly in the furry community, are hobbyists or self-taught with no particular qualification. What always seems to matter more is the quality of the work.
Sorry to go on about nothing like this, just thinking aloud. 8T
no subject
Date: 2010-08-11 02:39 am (UTC)As for keeping track of hours, when I do refurb work for another ...business... that sends us their stuff, I have to keep track of how long I worked on each instrument, as well as the specific work I performed. I use the stopwatch on my digital watch and keep a scratch/check pad next to my work area to keep a list of repairs done. It takes some extra time, but is well worth it when necessary.
And yes, a degree can mean you can ask for more compensation. ...usually. :-)
no subject
Date: 2010-08-11 03:06 am (UTC)On the rare occasion I've been paid by the hour, I've kept very detailed records of the hours I worked. Luckily the clients trusted me enough to pay me based on those records. I understand why clients tend to want to pay in flat rates, even if that means I get stiffed on projects that end up taking more time than anticipated. :T $10 an hour quickly becomes... $2 an hour.
no subject
Date: 2010-08-11 03:11 am (UTC)Bwah hah hah!! I have a BA from an extremely prestigious art school and 20 years experience, and I can't even get call-backs on my job apps. Yeah, I should be earning X per hour, but no one is gonna pay me that. What one 'should' charge and 'should' be earning are so very very different from what one can realisticly expect to get, there's no point in doing all this elaborate accounting of costs and expenses until you know how much people are willing to pay, and work from there.
no subject
Date: 2010-08-11 03:47 am (UTC)Thanks so much for this. For real.
no subject
Date: 2010-08-12 12:44 am (UTC)About those taxes
Date: 2010-08-11 06:08 am (UTC)Re: About those taxes
Date: 2010-08-12 12:45 am (UTC)no subject
Date: 2010-08-11 06:10 am (UTC)I wish we didn't HAVE to factor in reputation. I'm so sick of seeing people I honestly know I have more talent than raking in the cash for low-quality crap, just because they run a webcomic or something. -_-'
no subject
Date: 2010-08-11 06:27 am (UTC)I hear you! PREACH IT sister. I am so sick of seeing people who draw stick figures raking in enough money to live a nice cushy lifestyle on their art alone while I am making $800/month as an EDUCATOR and struggling to get the few commissions a year that I do.
no subject
Date: 2010-08-11 01:19 pm (UTC)I'm not trying to be a smart ass here, but if you're sure that's why they're raking in the cashola, why not start a web comic yourself so that you too can make the better wage?
no subject
Date: 2010-08-11 06:29 am (UTC)no subject
Date: 2010-08-11 06:25 am (UTC)no subject
Date: 2010-08-12 12:32 am (UTC)no subject
Date: 2010-08-11 01:05 pm (UTC)Maybe we should create a wiki somewhere specifically for artists where we could add info like this...
Also? I would love to see any additions people might have for your 'shop cost list'.
no subject
Date: 2010-08-12 12:34 am (UTC)If someone does create a wiki, they're perfectly welcome to repost this. All I ask is to get credit for typing it out as it took a LONG time to put this post together.
no subject
Date: 2010-08-12 01:08 am (UTC)(And I'm glad I could help spur on this kind of a post. I say drown out the yahoos with the good and pro-active to make the community stronger. :) )
This equation doesn't work for furry
Date: 2010-08-12 03:17 am (UTC)I said it in another thread and I'll say it in this one, furry is primarily a sexual fetish genre whose demographic is largely in the 16-24 age range. Most are low-wage hourly workers or salaried employees in entry-level jobs, if even that. Hell, I bet the number of furries who make more than $20/hr is below a thousand. What you are proposing would easily require triple digit commission prices for something more than a simple badge (unless you can really crank out the art). And yes, I know some will howl that furry artists are not being paid enough, but look at the demographics and do the math yourself.
I mean I don't want to piss on anyone's parade, but you need to be realistic. Doing furry work is good for making some scratch on the side, but if you are going to do art for a living, you are going to have to go where the money is. The money is certainly not going to be found in an already over saturated niche fetish genre, that is for sure.
Re: This equation doesn't work for furry
Date: 2010-08-12 03:25 am (UTC)Re: This equation doesn't work for furry
Date: 2010-08-12 03:48 am (UTC)Also, last time I checked, EVERY SINGLE PIECE I have ever bought, bid on, or commissioned (at this point, several thousand dollars' worth over the span of five years or so) from an artist who does "furry" work has been "G" rated, PG at the most. Most furries I know do not buy porn. I suggest you do more research before painting an entire fandom with such a broad brush. (I'm also well over 24, as are most of my furry friends.)
Re: This equation doesn't work for furry
Date: 2010-08-15 09:11 pm (UTC)Because of my medium, I'd have to add a factor to take into account the cost of materials for a specific commission, and the mark-up on them, but I LOVED your run-down of shop costs. :)
Re: This equation doesn't work for furry
Date: 2010-08-16 01:51 am (UTC)