Budget

How Much Does Indie Game Art Cost?

Art quotes look random until you break them down. Count the assets, estimate hours per asset, apply a rate, and the number stops being a mystery. Here is the method, with a worked example.

Vectra Play 6 min read
A drawing tablet with a half-finished character sprite next to a notebook full of cost sums

Indie game art cost comes down to three numbers multiplied together: how many assets you need, how many hours each one takes, and the hourly rate of the artist. A small 2D mobile game can land anywhere from a few thousand dollars to several tens of thousands. The asset list, not the art style alone, decides where you sit.

Why the quotes you get vary so much

You send the same brief to three artists and get three numbers that are miles apart. That is normal, and it is not always about greed or skill.

Each artist is guessing at things your brief left open. How many frames per animation? Are UI icons included? Do you need source files and a style guide, or just exported PNGs?

The fix is to do the counting yourself before you ask anyone for a price. Then every quote is answering the same question.

Step one: build the asset list

Open a spreadsheet and list every visible thing in the game. Be boring and exhaustive.

Most solo devs undercount UI and store assets. Those are often a third of the work on a mobile game, and they are the first thing a player sees.

Step two: hours per asset

Now put a rough hour estimate next to each line. These are illustrative planning figures for a competent 2D artist, not quotes. Ask your artist to correct them.

Asset typeRough hours eachWhat drives it up
Simple prop or icon1 to 3Detail, number of variants
Environment tile set8 to 20Number of tiles, edge cases
Character, static4 to 12Style complexity, turnarounds
Character animation, per state4 to 16Frame count, frame-by-frame vs rigged
Full UI kit20 to 60Number of screens, states per button
Store screenshots set6 to 16Compositing, copy, localisation

Rigged animation in Spine or Unity's 2D Animation package usually costs less per state than frame-by-frame once the rig exists. The rig itself is an upfront cost, so it pays off on characters with many states.

Step three: the rate

Rates vary hugely by region, experience and whether you hire a freelancer or a studio. As a rough range only, freelance 2D game artists commonly quote somewhere between about $20 and $80 an hour, with seniors and specialists above that.

Studios usually charge more per hour but bring art direction, review and someone to cover sick days. A freelancer is often the better deal for a single, well-defined style. A studio is often better when you need volume and consistency across several artists.

Fixed-price quotes are just hours multiplied by rate with a margin for risk. Ask for the hours behind them.

A worked example

Say you are making a small 2D mobile puzzle game. Here is an illustrative count.

  1. One main character, 6 animation states at about 8 hours each: 48 hours, plus 8 for the base design.
  2. Three themed backgrounds at about 10 hours each: 30 hours.
  3. Forty props and pieces at about 2 hours each: 80 hours.
  4. A UI kit covering eight screens: about 40 hours.
  5. Icon, screenshots and feature graphic: about 14 hours.

That is roughly 220 hours. At an illustrative $35 an hour, call it about $7,700, before revisions.

Add 15 to 25 percent for revisions and style exploration. A first pass is never the last one, and the style test at the start always takes longer than anyone admits.

If your budget does not cover the asset list, cut assets before you cut rate. A cheaper artist on the same list usually costs more in fixes.

Where indie art budgets leak

Most overruns come from a handful of repeat causes.

Agree on resolution, texture atlas sizes and export settings in the first week. In Unity, check your Sprite Import settings and Max Size per platform early so the artist knows the target. Our guide to the indie art pipeline from sketch to sprite sheet covers that handoff in detail.

Ways to spend less without looking cheap

You can bring the number down a lot without hurting the game.

Each of these trades a little uniqueness for a lot of hours. On a small game, that is usually the right trade.

What we would do

We would count the assets before talking to any artist, price a style test of three to five pieces first, and only then commit to the full list. The style test tells you the real hours per asset for that artist, which beats any table.

We would also insist on layered source files and a one-page style guide as part of the deal. Those two things are what let you add content a year later without starting over.

The short version

If you want a second pair of eyes on your asset list or a quote for the art, send it over.

Related reading: How to Brief an Art Outsourcer So You Get It Right the First Time, How Art Style Shapes Your Game's Budget, How to Make a Prototype Look Polished With Minimal Art

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