Craft · Pricing

What Game & Film Audio Actually Costs

DUSKOsound · Notes on the craft

Most audio quotes are a black box. You ask what it costs, you get “depends.” So here is how this work actually gets priced across the industry, what each billing shape tells you about a project, and what moves the number in either direction.

A cross section of the sound design and score work.

Three ways audio gets billed

Nearly every audio quote you will ever receive is one of three shapes. Which shape you are
offered says as much about the project as the number does:

Film and linear: the minute is the unit

Not per hour, not per asset, but per minute of finished screen time, with a project
floor underneath. A three-minute short and a three-minute trailer take a similar amount of
craft, so the minute is the honest unit.

Within that, the real variable is how much is performed by hand versus assisted:

AI here is a speed lever, not a discount code. It is a different way of working, sold as a
choice, never as “the cheap one.”

Games: per asset, per system, or one number

Game audio is priced by the piece and by the system:

Retainers and revenue share

Two shapes that get overlooked. A monthly retainer fits a production shipping
continuously, where the work is ongoing and a per-project quote is just paperwork.
Revenue share fits a new IP with more upside than budget, usually alongside a reduced
fee rather than instead of one. Both are normal, and both are worth asking about.

What moves the number

The floor

Every project I take starts at $500 minimum. Below a few minutes of runtime, most
tiers converge anyway, so on short pieces you may as well take the custom one.

That is the whole model, no black box. Tell me what you are making, the runtime and
the deadline, and we will find a way that works for your budget.

Book A Call

* Contact me for a meeting outside these hours