Hobbyist Pricing - Digital Shock Outsourcing
by Thanhda Tie · 01/06/2010 (3:44 pm) · 58 comments

Introduction
Hi guys, this is Thanhda from Digital Shock. As some of you already know, we are offering 2D & 3D Contract artwork through the TorquePowered Store. This week I will be going over our new Hobbyist pricing, showing you how you can save money.SEASONS GREETINGS FROM DIGITAL SHOCK!!!
As another successful year for gaming rolls by we decided to sip on some eggnog and shake things up a little bit. As you know Digital Shock has quite a presence not only in North America but internationally as well. With that said this holiday season we are giving back to the Indie Guys. Why? Because large corporations like INSTANT ACTION, UBISOFT, DIGITAL SHOCK, ACTIVISION, NGMOCO etc… all started somewhere. In fact it’s the collaboration of innovation across all game developers big and small that keep this industry alive and strong. So in light of the innovation of our Indie friends world wide we are introducing our Indie vs. Hobbyist program.
Q. How Does It Work?
A. As you already know Digital Shock has some of the most competitive rates along with some of the best quality in the gaming world today. So to help the little guy out with a big dream but smaller budget we decided to drop our art prices to $20 USD per man-hour.
Q. How can such a large studio like yourself afford to give such a great rate? Do you still make profit?
A. The average artist gets paid roughly $60k per year, which in turns out to be $29 USD per man hour. So in a sense Digital Shock is taking a loss to give the hobbyist a chance to make a game.
Q. This doesn’t make any sense, how does Digital Shock make money? What’s the Catch?
A. We don’t like to look at this as a catch, more so the deal, how this works is simple. Digital Shock and the client will negociate a flat rate base on the scope of the project. At which point the client will only have to pay $20 USD per man-hour and will have a set time agreed upon to pay the remaining balance. Otherwise Digital Shock will have the rights to re-sell this product to the community to mitigate its losses.
We find that this method would be very effective to the hobbyist community. Many hobbyist projects don’t go too far, but end up more so as a portfolio piece to get themselves into the industry. We are giving a chance for the hobbyist to make their game come to life, without making themselves bankrupt. Giving them a chance to scrap the project without having to worry about spending an arm and a leg.
Q. Is there a restriction to this license agreement?
A. This license agreement will be similar to the content pack commercial license. You can do whatever you want on it, but! re-sell it as a content pack.
Q. Do I have to use Torque Engine to take advantage of this deal?
A. No, this deal is for anyone who request a quote through the Torque Powered Store.
Q. This is amazing pricing, but how much do other studios charge in-comparison?
A. Well first of all, no other studio is offering this special. Digital Shock is a commercial studio production house. We compare ourselves to bigger studios such as Red Jade, Massive Black, or Shadow In Darkness. These studios charge anywhere from $50 USD per man hour to $100 USD per man hour and pay their employees ranging from $60k to $100k a year. If you are not a hobbyist and would like to talk more details on our indie/commercial pricing. Please contact us for a quote.
Q. What services apply to this Hobbyist pricing?
A. Everything we offer except for concept art or illustration work. Unfortunately we can not mitigate our losses by selling concept art/illustration work on the Torque Powered store. So we pretty much only offer this discount for 3D models that need to be made from ground up. This rate will not apply for just texture work, or just modeling work.
Q. How long does it take to make a model?
A. You can find yourself a rough estimation Here. This is calculated in man-days. 1 man-day = 8 man-hours. Remember this is still just a rough estimation, so sending in a quote request is still good to do. Prices always varies depending the art asset itself.
Q. Coming up next blog.. Community Art Packs?
A. Find out more next blog!
In the meantime, check out our Demo Reel
Digital Shock Product Page
You can also see our wider portfolio @ DigitalShock.net
Q. I'm not a hobbyist
A. Check out our previous blog Here
PLEASE NOTE: If you send a request, please note that you are looking for Hobbyist Pricing
Who we have worked for

#42
01/07/2010 (12:02 pm)
Double post
#43
The indie rate would range from $39.99 to $99.99 depending on the quality of the model. The indie user can only use it for more or less prototyping, or for fun.
Think of it this way. Someone on the next is selling Gears of War models online for $100 for all characters. Someone then makes a game base on those characters. In the end of the day they are not going to release those Gears of War character to on a commercial title game, because everyone will know its a copy.
Most of the time, people who buy content pack from the TP Store or Turbosquid, are not using these models for commercial usage, more so for their own personal portfolio etc. A lot of the times it's programmers making a game as a portfolio piece, and want some nice art to make it look good.
Once again these packs will be sold under the original authors Game title name. For example "Gears of War by Epic - Fenix Art Pack".
This method has been proven successfull with Todd Pickens Enchanted Forest Kit.

01/07/2010 (12:03 pm)
@JulianRThe indie rate would range from $39.99 to $99.99 depending on the quality of the model. The indie user can only use it for more or less prototyping, or for fun.
Think of it this way. Someone on the next is selling Gears of War models online for $100 for all characters. Someone then makes a game base on those characters. In the end of the day they are not going to release those Gears of War character to on a commercial title game, because everyone will know its a copy.
Most of the time, people who buy content pack from the TP Store or Turbosquid, are not using these models for commercial usage, more so for their own personal portfolio etc. A lot of the times it's programmers making a game as a portfolio piece, and want some nice art to make it look good.
Once again these packs will be sold under the original authors Game title name. For example "Gears of War by Epic - Fenix Art Pack".
This method has been proven successfull with Todd Pickens Enchanted Forest Kit.

#44
01/07/2010 (12:11 pm)
@Thanhda -- thanks for your clarification. I'm just trying to avoid red tape issues, as someone is bound to release a game with the models regardless. I would suggest a cooling off period before they are sold in the store though. It gives the owner time to get their models known.
#45
Depending on the size of the project etc, payback remaining balance time period can be anywhere from 1 month, to 1+ year(s).
If someone was to break the EULA, legal action can be taken, I can assure you that much :)
01/07/2010 (12:14 pm)
@JulianDepending on the size of the project etc, payback remaining balance time period can be anywhere from 1 month, to 1+ year(s).
If someone was to break the EULA, legal action can be taken, I can assure you that much :)
#46
Sounds good. I like your work, so I may well be in touch with some work, as we often outsource.
01/07/2010 (12:16 pm)
@ThanhdaSounds good. I like your work, so I may well be in touch with some work, as we often outsource.
#47
Sound great! Looking forward doing business with you. Just send a request through TP site. :)
01/07/2010 (12:18 pm)
@JulianSound great! Looking forward doing business with you. Just send a request through TP site. :)
#48
01/07/2010 (12:24 pm)
@Thandhda - we already did about two weeks ago I think, but never had a reply. Probably down to Christmas :) I'll be in touch again soon, once I have worked out what I really want and the budgets. Thanks!
#49
NP, we did get your request, I just sent you a reply back. Sorry the holidays have put some downtime our way :(
Cheers
01/07/2010 (12:29 pm)
@Julian,NP, we did get your request, I just sent you a reply back. Sorry the holidays have put some downtime our way :(
Cheers
#50
Loving what you are doing with the pricing BTW, very clever.
01/07/2010 (12:47 pm)
I couldn't see on the quote page where animations were listed. I think you have said something about it in the past. So here is a question: If someone were to have a char model made, is it rigged? Anims included? If not, what's the formula for anims?Loving what you are doing with the pricing BTW, very clever.
#51
The quote is base on just models, we can certainly do rigging and animations as well. Send us a request, and we'll quote you on it. :)
01/07/2010 (12:51 pm)
@DaveThe quote is base on just models, we can certainly do rigging and animations as well. Send us a request, and we'll quote you on it. :)
#52
01/07/2010 (3:01 pm)
Ok, I'll upgrade your anatomy from lacking to good enough.
#53
01/07/2010 (3:03 pm)
Good to know we pass your seal of approval Nathan :D
#54
01/08/2010 (12:45 am)
If I have an existing textured model, does your company offer services strictly for rigging and animations?
#55
Your Hobbyist pricing is brilliant. I have worked with a few outsourcing studios in the past and have been quoted anywhere from $50-$75/hour and their estimated time of completion was twice as long as you have estimated. Just knowing that I can create a professional looking game at $20/hour is fantastic. As far as I'm concerned for my next project DSN is the only one on my list.
Question though is their some kind of incentive for paying full price? (would it be a little cheaper than paying the $20/hour plus the additional funds to reserve all rights to the assets?) For instance figuratively speaking if I were to pay $20/hour and to reserve all rights it is $30/hour extra, would it be safe to say that I can buy the assets outright for $45?
Also I'm not sure what the problem is sending wiretransfer. I just sent over 15k overseas last year and it only cost me $30USD I guess their banks aren't too fond of them?? :P
01/08/2010 (4:31 pm)
Hey Thanhda,Your Hobbyist pricing is brilliant. I have worked with a few outsourcing studios in the past and have been quoted anywhere from $50-$75/hour and their estimated time of completion was twice as long as you have estimated. Just knowing that I can create a professional looking game at $20/hour is fantastic. As far as I'm concerned for my next project DSN is the only one on my list.
Question though is their some kind of incentive for paying full price? (would it be a little cheaper than paying the $20/hour plus the additional funds to reserve all rights to the assets?) For instance figuratively speaking if I were to pay $20/hour and to reserve all rights it is $30/hour extra, would it be safe to say that I can buy the assets outright for $45?
Also I'm not sure what the problem is sending wiretransfer. I just sent over 15k overseas last year and it only cost me $30USD I guess their banks aren't too fond of them?? :P
#56
We will definitely have some form of incentives for paying upfront vs later. It would work out to something similar to what you have just said. You would more fit into out indie pricing vs hobbyist pricing in that case.
01/08/2010 (4:38 pm)
@PietroWe will definitely have some form of incentives for paying upfront vs later. It would work out to something similar to what you have just said. You would more fit into out indie pricing vs hobbyist pricing in that case.
#57
It seems like Digital Shock has been working on mainly commercial titles for the past 5-10years I'm glad a studio like yours has found an outlet to look after us little guys.
You said it best
"In fact it’s the collaboration of innovation across all game developers big and small that keep this industry alive and strong." I couldn't agree with you more.
All the best to you Thanhda, our studio will be in contact with you in the near future.
01/08/2010 (4:48 pm)
Sounds great. I just browsed through your website.. I didn't realize how large DSN was!! You do programming and website development as well? Would you say there is even more of an incentive if I needed both artists and programmers? Right now my team has been working on bugs for a game for the past two months and it would be really great to have some kind of professional assistance.It seems like Digital Shock has been working on mainly commercial titles for the past 5-10years I'm glad a studio like yours has found an outlet to look after us little guys.
You said it best
"In fact it’s the collaboration of innovation across all game developers big and small that keep this industry alive and strong." I couldn't agree with you more.
All the best to you Thanhda, our studio will be in contact with you in the near future.
#58
That's something we can work out of course, please contact us directly for more details.
01/08/2010 (4:51 pm)
@PietroThat's something we can work out of course, please contact us directly for more details.
#59
01/12/2010 (9:54 am)
Now I have a question for you guys. Do you do terrain textures? Been having trouble making terrain textures. They always look weird when they are put into the engine. May be I'm too much of a 2D artist then a 3D one, but I like to make a 3D game. :P Starting to wonder I should pay for a professional to do them.
Torque Owner Jules
Something2Play
Can you clarify this? Thanks.
If this is the case. A better solution would be that the Indie pay (x) amount for the model if they are serious about launching a game with it, but only own 60% of the model. Then once they use it in a live game or a set time has passed they have to pay you the remaining 40% within a time frame to have full ownership of the model - if the remaining 40% is not paid up, then after this time frame then you are allowed to sell the model within your store as an art-pack, at least giving the owner of the model time to buy it outright if their game is a success before the model is used in other games. This is an upgrade from Indie to Commercial use then. No different from the other art packs out there, but doing it in a different way.