Why have an “indie rate guide”?

  • The Indie Rate Guide was created as an ongoing, collaborative effort to increase transparency and create a more consistent standard of pay for smaller-budget online projects.
  • Traditionally, VO rates in the online scene were all over the place – many content creators would have no idea what to offer in terms of payment, and actors would have no idea what to ask for. Questions started coming up as to how creators who realistically didn’t have the budget for union/industry standard rates could still fairly pay talent.
  • While we strongly recommend consulting the excellent resource that is the GVAA Rate Guide for industry-level work, the reality is that many of these small-time low-budget projects simply do not have the budget that a major studio or commercial company does. They want to collaborate with up-and-coming voice talent and create a mutually beneficial work relationship. Additionally, indie creators have unique and specific needs – for example, the option for a per-line rate on self-directed projects.
  • Casting calls that say “include your rates as part of your audition” can end up becoming a race to the bottom, which ultimately hurts the community in terms of everyone being able to ask for fair payment. However, such casting calls are still fairly common, so an easy-to-reference rate guide helps up-and-coming voice talent feel confident in what to ask for while also not alienating small-time content creators who can’t afford industry standard rates.
  • We always encourage creators to attempt to build industry standard VO rates into their budget whenever possible. However, for projects where this just may not be feasible, please feel free to use information within this guide as a baseline suggestion.

What constitutes an “indie project”?

  • Indie projects are not “one size fits all”, which is why this rate guide contains a range of options. For example, an “indie game” could encompass anything from a student making a game themselves as a passion project, to a game made by a smaller dev team but published for console release. It’s important to factor in context when deciding if a rate is appropriate – a rate that is considered fair for a student project could look very different than a fair rate for a game that has a publisher.
  • Indie projects generally have a lower overall budget to work with – funds are usually received from modest crowdfunding and/or personal investments rather than major publisher backing, or is published by a smaller company that specializes in working with indie developers.
  • Indie projects are not made or produced by large companies, but rather a smaller team of people or even one person. Rather than coordinating recordings via a professional studio, actors generally record from home either independently or directed live on Discord, Zoom, etc.
  • Indie projects tend to be moderately monetized “passion projects” rather than strict commercial endeavors expected to turn a large profit. For example, an indie game intended for console release on all major platforms would generally have more money to allocate for production than a pay-what-you-can visual novel on Steam. Doing a bit of research on the scope of distribution can help you when coming up with a quote.
  • Note that games which rely heavily on microtransactions (such as “gacha games”) are not typically classified as indie—even if these games are only released on mobile devices as “free to play”, the nature of these games inherently requires using/quoting industry standard rates wherever possible.

Notes, disclaimers, & additional info

  • The scope of the Indie Rate Guide primarily covers character work for lower-budget online projects such as YouTube/Flash animations, visual novels, independently published PC/console games, student projects, game jams, narrating someone’s personal project, etc. The rate guides here should not be used for commercial/advertising or corporate work; such work falls outside the indie sphere and the GVAA Rate Guide should be consulted instead. (For projects based outside of the United States, there’s also the Gravy for the Brain rate guide.)
  • It is preferable overall for producers to state the offered pay rate in the casting call, rather than making actors “guess” what to charge. It is acceptable to have talent negotiate for a higher rate as a condition of their participation in the project, but it should not be considered acceptable to encourage talent to bid lower if they wish to better their chances.
  • WANT TO TAKE YOUR PROJECT UNION? Great news – SAG-AFTRA now has a budget-friendly contract called the Tiered Budget Agreement for indie projects looking to go union! Benefits of this include being able to work with union-only talent, a standardized contract with built-in rates and protections, and more. Here is a video explaining more on the process. The folks at NAVA have also graciously allowed indie creators to reach out to them via email here if they need assistance in getting set up to work with the union.
  • Indie rates are a courtesy to small-time creators, not a given. If you are contacting professional actors who do VO for their full-time living, especially known/popular talent, they may not be available to work for indie rates even on lower budget projects. Some actors and creators may be willing to negotiate on payment based on the specifications of the project and their level of personal interest.
  • What about unpaid projects? Unpaid projects are acceptable for purely hobby/collaborative purposes where nobody is making a profit and the project is not intended for any sort of commercial use. However, if the team is planning to make money from the project or use it for advertising purposes, creative collaborators (including voice actors) should be paid for their work.
  • This guide is written from within the context of the United States market. Though it can still be used worldwide, be aware that markets outside of the US may have their own accepted rates and standards.

Which rate structure to use?

  • The US industry standard rate for character work (such as video game recording) is a per-hour rate with a session minimum. For example, with the standard nonunion video game rate of $250 per hour with a 2-hour minimum, this essentially means that your base session fee is $500 (which covers up to two hours of recording) and then $250 per each additional hour thereafter. Minimums apply even if not all time is used—for example, under a traditional two-hour minimum, even a 30-minute session would still be billed/paid as two hours.
  • Work which requires a live-directed session(s) should be paid per hour of booked session time. See “General Best Practices” for more information about how to pay or bill time booked/worked.
  • For independently recorded projects where actors record and send lines on their own time, a per line rate may be used. While per-line is not industry standard, it is favored by many indie producers who need to calculate costs up front. A “line” is referred to as each instance the character speaks in the script.
  • A per word rate may be used for short narrations, small personal voice commissions, or scripts not in dialogue or spreadsheet format. It is not recommended for character work such as video games and is not an accurate indicator of the workload for such games (for example, 100 words spoken in a paragraph is very different from 100 individual battle callouts.)
  • Flat rates (such as “per episode” or “per video”) may be used for convenience in cases where it is considered too tedious to count individual lines/words and/or there is an expectation of ongoing or bulk orders of similar length. However, be careful when agreeing to flat rates—make sure the expected workload is detailed up front, and allow room to renegotiate if the workload significantly increases.

How are indie project rates determined?

  • The rates listed here are a result of a collaborative effort between voice actors and project creators as well as general observations of trends in both the industry and online spaces, and will evolve over time based on the market.
  • Rates are not solely based on the time spent working—it also factors in the actor’s skill/expertise/equipment, overhead costs, etc. as well as the usage of voice assets in the project. Even if the typical hourly rates seem high, remember that you’re not just paying for the time the actor spends in the booth, but the rights to use that audio in a project you may distribute and monetize for many years to come. For example, it is virtually unheard of for actors to make royalties from video game sales, so the session fees they are paid count as a “buyout” and those pay rates need to be factored accordingly.
  • Remember that your rates may fall outside of the scope of this guide regardless of the client’s budget, and that’s okay. It’s ultimately up to you to decide what your time is worth and which projects you will accept or decline as a result.
  • RE: You’ll only get paid if the game sells, revenue share, etc:
    Keep in mind that this is not how video game recording works in the actual industry. Voice actors get paid session fees based on the amount of time worked, which also function as a buyout allowing producers to use the recorded assets in their game. If a client says they cannot pay you for your work but promises you will make lots of money if the game does well, treat this as a red flag – because chances are you’ll never actually get paid. While it’s one thing to record a short demo/scratch track for Kickstarter promotion, voice acting is typically a “stretch goal” and voice recording should not begin until funds are secured to pay actors for the work they complete. Any “you’ll get paid if we get paid” type of project should be considered an unpaid project and taken at the actor’s own risk.

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PER-HOUR RATES

  • Projects requiring live-directed actor sessions should opt for a per-hour rate, rather than per-line or per-word. This ensures that actors are paid appropriately for the amount of time worked. Per-hour (with a session minimum) is also the closest to typical industry rate structures for character work.
  • General best practice is to pay for “time booked”, not just “time worked”. This means that, for example, if you schedule an actor for a 4-hour session but you finish the lines in 3 hours, it is normally expected to pay for the full 4 hours you had them book out of their schedule. While this may be waived on a case-by-case basis for low-budget projects, the reason behind this principle is that the actor set this time aside specifically to record the live session for your project and cannot accept other bookings during that time slot. Conversely, if you ask the actor to stay over their booked time (by more than a few minutes) to do additional work, this should be counted as an extra hour towards the paid time. For example, if you schedule an actor for 2 hours but you mutually agree to work an extra 20 minutes to finish up the recording, then it should be billed as 3 hours.
  • Vocally stressful sessions (for example, those which involve sustained shouting, screaming, growling, etc.) should be limited to recording no more than 2 hours at a time, unless the actor requests otherwise. Some actors may charge extra for “creature” sessions (monsters, zombies, etc) or other specialized work.
  • Per-hour refers to each hour of raw RECORDING time, not per finished hour of audio.

Type of Rate

Cost (USD)

Suggested Minimum

Notes/Context

Suggested$200-$250 per hour1-2 hours*

*While the 2-hour minimum is an industry standard, we recognize the budget limitations of indie games, particularly when it comes to characters with a small amount of lines. How flexible an actor is willing to be on minimums for indie projects will vary.
Los Angeles generally accepted industry standard rate for nonunion video games is $250 per hour with a 2-hour minimum. If you are able to meet this particular rate standard, you open yourself up to being able to hire the grand majority of professional voice talents who are willing to work nonunion. (*some bigger-name actors may have an “overscale” requirement or work union-only)

Even if you can’t quite meet the industry standard, a $200-$250 per hour rate will heavily increase your chance of attracting qualified talent for your project and is recommended for indie games with significant commercial release (especially console game/”all-platform” releases).
Mid-Tier$125-$150 per hour1 hour*

*While the industry standard is to pay in full hours (“round up”) for any additional time needed, smaller projects that fall under the middle and lower tiers may choose to book additional hours in 30-minute increments based on budget constraints. If partial-hour increments are to be included as part of the rate, this should be stated up front in the audition/booking.
This is a viable indie rate for projects such as visual novels, Steam games, YouTube animations, small mobile games with minimal dialogue, etc.

Some indie devs may use a rate similar to this if they have a bunch of characters who only have a small handful of lines each, and they want to be able to cast a different actor for every character rather than doubling/tripling up.
Lower Tier$50-$100 per hour1 hour*

*See note above regarding partial-hour increments—while the first hour should always be paid in full, additional time may be booked in 30-minute increments for small budget creators as long as this is agreed to ahead of time.
Rates for anime & foreign dubbing tend to range anywhere from $50-125 per hour depending on geographical market. While such rates do not apply to games and original animation in terms of industry standards, it’s used as a baseline here to provide an indie option for projects with very limited budget; for example, a student film that needs VO, a game design class project, or an independent animation for a very small YouTube channel.

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PER-LINE RATES

  • Often used for projects where actors will be recording and sending lines on their own time rather than live-directed sessions. Some clients favor this method because they want to know up front exactly how much the VO will cost, rather than relying on the actor to keep track of their hours independently worked.
  • While how long a “line” is can vary widely, we find that it tends to even out overall (some lines will only be a single effort sound, whereas others may be a few sentences.) However, if the majority of the lines are paragraphs, you may wish to either negotiate a higher per-line rate or ask the client if you can split them up.
  • Actors typically record 2-3 takes per line, and this is automatically included as part of their per-line rate. If the client requests more than 3 initial takes per line, an additional charge may be incurred.
  • Note regarding “flat rates”: Any project listing their pay rate as “per character”, “per episode” or other flat rate is strongly encouraged to note the workload (for example: typical line count) of each character or episode. It is difficult for actors to make an informed decision on rate if they do not know at least an estimate of the workload involved.
  • Why “per-line” and not “per-word”? While word count works for estimating narration workloads, it’s usually not very effective for character dialogue in video games or animation. How long it takes to record 100 words will look very different if it’s a cohesive 100-word paragraph vs 100 individual one-word callouts/effort sounds
  • Per-line rates are recommended for self-directed recordings only – producers wishing to schedule live sessions with their talent should opt for a more standard hourly rate, to ensure the talent is paid fairly for the amount of time taken (self-directed recordings typically move more quickly, especially for experienced actors.)

Type of Rate

Cost (USD)

Suggested Minimum

Notes/Context

Suggested / Higher-Tier$5 per line$200*

*Project minimums will vary per actor and project. In some cases, actors may waive or lower the suggested minimum at their discretion for projects with a very small amount of lines.

**If meeting the minimums is not feasible, an alternative to this is to simply double/triple up on actors for smaller roles.
Indie projects with significant commercial releases who wish to do a per-line rate are advised to follow a similar rate structure to this, as it tends to even out similarly to the industry level per-hour rates depending on how quickly the talent works.

*Per-line rates add up fast…if you are an indie dev who anticipates a character having 100+ lines, an hourly rate may make more sense for your budget at that point.
Mid-Tier$3-4 per line$100*

*Higher per-project minimums are generally suggested for game projects with console releases, unless the character only has a small amount of lines.
This is a viable indie rate for projects such as visual novels, Steam games, YouTube animations, etc. Voice actors in online communities and on social media, especially those on a semi-professional level or newer professionals, will likely audition as these rates show a good-faith effort to pay fairly.
Lower-Tier$2 per line$25-50*

*We recommend setting some type of minimum for any work you do – you are still setting up your recording and taking time out of your day, and it would be a bit ridiculous to receive a PayPal payment for something like $7!
This rate is more for personal “voice commissions”, student animations, or projects such as audio dramas, comic dubs, etc that are largely considered passion projects. This type of rate will typically attract newer actors looking to get their start in paid projects, or those who are transitioning from turning their voice acting hobby into income.

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PER-WORD RATES

  • This model is primarily used for short-form projects done in narration format. These can range from things like personalized voice messages, reading a story for a podcast, reciting poetry, or narrating a YouTube video. For an easy way to calculate word count, try WordCounter.net.
  • Per-word is not normally suggested for character work written in dialogue format, as it becomes cumbersome to calculate cost and workload this way, and can result in being underpaid on things like effort sounds which are common in video games. For game work, we strongly recommend a per-hour or per-line model instead.
  • Rather than going by exact word count, many projects and quotes of this nature will be listed as a “flat rate” instead. A flat rate is fine so long as the expected workload is clearly outlined (for example, providing a copy of the text to be read beforehand.)
  • Similarly to the “per-line” rate above, per-word should only be used for independently recorded projects, not anything requiring a live-directed session.

Type of Rate

Cost (USD)

Suggested Minimum

Notes/Context

Higher-Tier$0.25 – $0.35 per word$100-$150 / variable based on projectOften used by actors who offer “voice commission” style projects for personal clients. Some actors may charge a higher per-word rate for specialty recordings depending on the nature of the content (for example, NSFW recordings often have an upcharge).
Mid-Tier$0.15-$0.20 per word$50-$100This is a fairly typical rate seen on online freelancer services where workload is calculated by word count.
Lower-Tier$0.05-$0.10 per word$25-50Rates such as this may be used for “bulk” projects where a large workload is expected and paying a higher per-word rate would add up too quickly. Alternatively, a “per finished hour” rate could be used in such cases.

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LONG-FORM NARRATION

  • Suggested for projects such as audiobooks, tutorials or instructional videos, where a lengthy amount of content needs to be recorded and delivered as an edited file free of mistakes and ready to be processing. Not intended for game or animation projects.
  • Reminder: Per-finished-hour means hour of FINAL, EDITED audio. In contrast to the “per hour rate” section, it does NOT mean “per hour of recording time.”
  • When quoting prices and/or turnaround times for long projects, keep in mind that reviewing and editing your audio will take substantially longer than simply recording it. If you need a good idea of your “recording to editing” ratio, time yourself reading a book for about 10 minutes, then time how long it takes you to review and edit that recording in comparison.
  • “Royalty share only” is generally not an ideal model as there is no guarantee that the book will sell. Narrators should be aware that royalty-share books are a gamble that may or may not make them any money, and in most cases should only be agreed to if they are recording the book as a favor to the author or as a passion project.
  • Many long-form narration projects fall outside the scope of “indie”. Please consult the GVAA Rate Guide for a more comprehensive breakdown of rates for audiobooks, corporate, and industrial narration. The Audiobook Wizard has some more detailed info and options on audiobook pricing, and the ACX subreddit may also be a helpful resource for narrators.

Type of Rate

Cost (USD)

Notes/Context

Higher-Tier$250-350 per finished hourexample: narrating YouTube videos for a popular channel in which you are expected to deliver all your audio finalized and ready to go
Mid-Tier$150-$200 per finished hourexample: narrating a book for an indie author
Lower-Tier$100-$125 per finished hourmay cover various lower-budget narration applications

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Extensive editing & line splitting

  • A few separate files for organizational purposes (such as creating a new file for each character, episode, or script) is normal and should not be charged extra.
  • However, please keep in mind that splitting every line and take into individual files and labeling them on export is a large amount of extra work and should be compensated accordingly if required by the client.
  • Actors normally send their lines as one long sound file either raw (no editing or processing) or finished (clean up audio, basic noise removal, possibly light compression/EQ/de-essing if the actor chooses to do so.) Please specify if you have a preference so there are no surprises!
  • Tip for Actors: Even when sending raw audio, it is still courteous on self-directed recordings to remove mistakes and excess silence between takes to make things easier for the mix team (this is not necessary for sending live-session audio, however.)
  • If audio needs to be synced to existing video (dubbing) or timed according to specific file lengths, this can be included as part of a general session if the technical aspect of the sync is being handled on the client’s end (ex: an audio engineer placing audio to picture in real-time during a session for a game cutscene or trailer). If the actors are expected to do their own sync to picture and provide a timed file for the client, we suggest charging an additional “dialogue editing fee” as outlined below.
  • If the actor is required to do extensive volume leveling and mastering or otherwise finalize audio to be “production-ready”, this is a separate skillset and should be included in billable editing hours. Keep in mind that not everyone will know how to do this and it may have varying results. We strongly encourage producers to either do their own editing, or hire an audio engineer to split files, level volumes, master and EQ everyone’s audio to make it sound great!
  • General Suggestion: Additional $50/hr dialogue editing fee
  • Lower End: $25/hr additional dialogue editing fee
  • Higher End: $100/hr additional dialogue editing fee
  • Rather than an hourly rate, some actors may choose to have a per-line split fee of anywhere from $0.25-$1.00 per file, OR charge 1.5x the base fee of the job (for example, a $200 job would become $300, a $500 job would become $750 and so on.)
  • **In general, it is a better idea – AND likely more cost-efficient – to hire an audio engineer to handle dialogue editing and other post-production work. If you’re not sure where to look, freelance audio engineers are available for hire on the VAC Discord Server.

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Revisions, pickups, & extra takes

  • For live sessions, it’s assumed that anything that needs to be redone will be caught and rerecorded during the live session. If it isn’t (for example, the VO sounds out-of-place when put into the project and the actor needs to come back to record a few more options), another session may need to be booked (at the same hourly rate) to record the pickups.
  • For independently recorded projects/pickups, see the notes below:
  • If the revision is the actor’s fault (for example: missed or misread line, mispronounced word, significant noise or technical problem), the actor should re-record the affected line(s) at no additional charge.
  • If the revision is not the actor’s fault (for example: script changes, additional lines needed, producer forgot to send part of the script), the actor should be paid an additional fee for re-recording. Such an additional fee should be proportional to the amount of work required for the retakes.
  • If the revision is due to the client/producer wanting a different direction in the read, revision fees vary per actor. Some actors will include a limited/reasonable amount of revisions at no additional charge; others may charge for any and all pickups that aren’t directly their fault. To decrease the likelihood of excessive revisions, we encourage producers to be as clear as possible about their specifications and for actors to send a sample read for approval prior to recording the full script. If the client wants a lot of options and/or has very specific deliveries in mind, a live-directed session may be the preferred method.
  • How much should I charge for extra revisions? For projects that involve a per-line or per-word rate, you could charge an additional per-line fee based on the number of lines/words that need to be redone. For hourly fees, you could consider charging an extra hour. However, if the revisions can be recorded on the actor’s own time and are not deemed excessive, many actors will be willing to come to a reasonable compromise and just bundle it in.
  • It can be helpful to clarify revision policies at the time of booking so there are no unpleasant surprises.

Regarding extra takes

  • For independent (self-directed) recordings, actors will generally send 2 (possibly 3) takes per line depending on the client’s specifications. Sometimes, 3-5 takes may be requested for certain assets such as effort sounds. If an excessive number of takes is required, it should be paid as an additional line. Tip for producers: It is rare that you will need more than three initial read options for dialogue lines. If you are reviewing the audio and still do not like any of the takes, it is better to then send an actor a list of the lines that need to be revised along with any specific direction notes.
  • Long-form narration projects should be subject to an extra fee per additional take unless volunteered by the actor. For long projects, it is best to send a short sample prior to recording the full script so that the client may approve the tone and pacing.
  • Extra take fees do not apply to directed sessions or any jobs that pay hourly, as the actor is already being paid for the amount of time spent working.

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Contracts & AI protections

  • For jobs involving any significant amount of work or pay, a contract is recommended in order to protect both parties. A contract outlines the obligations of both the talent and the client and clarifies ownership of assets.
  • Sample VO Agreement Template (*Disclaimer: this document is intended as a guide only and has not been reviewed by a legal professional. Please do not “request editing access” as this would change the template for everyone—instead, go to File–>Download and save in your preferred format to make changes.)
  • The typical “buyout” for voiceover work should NEVER include the right to use the recordings to train AI models or generate the actor’s voice using artificial intelligence. We highly recommend producers include the NAVA AI Rider or similar contract language showing you commit to not using the recordings for any AI purposes, and for voice actors to also ask about & advocate for AI protections in their contracts.
  • For more information about contracts in general, see this article.

Payment timelines & best practices

  • Payment for small-scale projects is generally due upon receipt of final audio files. However, if the client is a company rather than individual, payment may take longer as a general rule. Clients are encouraged to adhere to a “net-30” standard (payment due within 30 business days of receipt of work/invoice). Bear in mind that there are sometimes extenuating circumstances which may cause delays in payment (ex: client needs to get paid by their own end-client first); however, net-90 should be the absolute maximum.
  • If payment is overdue, actors should reach out to their clients to follow up on the expected payment timeline. Invoices and checks can get lost, people can change departments or be out of the office, etc. Every effort should be made to communicate with the client first before making anything public.
  • While upfront payment is not standard for most VO work, actors may require a deposit up front in certain scenarios (for example, in personal voice commissions, for NSFW recordings, or when working on a large-scale narration project with a new client.)
  • Many clients and talent prefer PayPal as it is convenient and relatively secure; however, it does take a fee out of the payment you receive for a job. As per PayPal’s terms of service, you cannot demand that clients pay you as “friends and family” or cover your PayPal fees, though occasionally a client may offer to do so as a gesture of goodwill. If you regularly find yourself losing lots of money to payment processig fees, you may wish to consider it as a factor when setting your overall prices for online work.
  • Some clients require invoicing in order to get paid. For a guide on how to create an invoice, click here.

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General best practices – for creators

  • Be up front with what you can afford to pay. Stating the pay rate in the casting call is preferred over having each voice actor send their individual rates (which encourages undercutting), and helps avoid wasting both your time and theirs. If you are potentially open to voice actors who may only work for a higher rate, include a note such as “The base rate for this project is $x. However, if your personal rate is higher, please indicate so in your audition.”
  • The closer you are able to adhere to industry standard rates, the higher caliber of talent you will tend to attract. That being said, if you genuinely don’t have a big budget, just be honest about what you’re working with and many people will understand! Again, there’s a difference between a small passion project paying what they can, and a bigger team attempting to take advantage of beginner actors who aren’t aware of proper rates.
  • Any sensitive personal information, such as addresses or tax IDs, received as part of paperwork (contracts, W9s, invoices, etc) should be kept confidential and secure.
  • Keep in mind that if you are hiring talent through online freelancer sites, these sites take a significant cut of the pay the talent receives (often 20%!) and often have “race to the bottom”-style predatory rates and practices. However, if you hire the actors directly, you can create a better working relationship and avoid paying into platforms that exploit talent. Our Discord server has casting call channels where you can audition and cast talent directly without a middleman taking a cut.
  • We strongly recommend including language in the voice actor contracts that shows you commit to not using the recordings for any generative AI purposes (such as creating an AI model of the actor’s voice, using the recordings to train AI algorithms, etc.)The NAVA AI Rider works well for this purpose, either as a standalone or added to an existing contract.
  • Many actors are skilled in performing, but not audio editing. Rather than asking each actor to edit their own files, consider hiring on an audio engineer or dialogue editor. This will help everyone’s recordings to sound more uniform and level in the final product.
  • “Do I need a live directed session?” Check this guide here.
  • “Do I need a Discord server for the project?” Check this guide here.

General best practices – for voice actors

  • Assume good intentions. Many clients have not worked with voice actors before and are not aware of what acceptable rates are. If you are interested in a project but the rate seems way too low, consider politely reaching out to inquire rather than dogpiling them on social media.
  • Pay rates can be negotiable. If you are offered a job but the pay rate does not meet your standards, see if they’re willing to be flexible on the budget!
  • If the client is asking for services that cost extra, make sure they are aware of these fees beforehand so there are no surprises.
  • When you agree to a project, it is generally assumed that you will finish out that particular project at the rate you agreed upon when starting. If you have an ongoing project that lasts for many years and the initial rate is no longer feasible, give your clients as much notice as possible so that no one is blindsided. Understand that this may mean walking away from a working relationship you have with a client if they are not able to come to the table and negotiate, and try not to leave anyone “high and dry”.
  • Creating a paper trail is always a good idea to protect both parties. If a client runs off without paying you, but you had no contract or written agreement aside from exchanging a few DMs, it can be very difficult to pursue the matter further. Whenever significant amounts of work or money or involved, always get things in writing.
  • Remember that compromise and flexibility, within reason of course, can help build long-lasting relationships with ongoing clients. It’s overall a good business practice to simply set your fees appropriately rather than nickel-and-diming clients for very small things.
  • Talking about rates with other actors doesn’t need to be a taboo subject – transparency helps ensure fairer standards and helps other actors not be afraid to ask for their worth, too.

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FAQ – for creators

Q: I have a tiny budget and honestly cannot afford ANY of the options on this rate guide. Am I out of luck?
A: No, even if your budget is extremely low, you can still get newer voice actors who are willing to work as long as you are up front with the scope of your project and what you’re realistically able to afford. As long as it’s clear that you’re not intentionally lowballing or taking advantage of people, you can almost always find people willing to audition within your budget. Just be willing to temper your expectations (as in, the actors you get may be less experienced or not have top-of-the-line equipment, etc.)

Q: A lot of the characters I’m casting only have a few lines each. There’s no way I can afford these minimums for such a small amount of work. What can I do?
A: One option, which is commonly used in studio work where a 2-hour minimum is standard, is to cast a few “utility actors” who have good vocal ranges and can cover multiples of these smaller characters. You can also have main cast members double/triple up by covering a few of these smaller background roles each. If you would really prefer to have a different actor for each of these roles and/or want to give opportunities to a larger number of actors, just state the pay rate you are offering and people can decide whether or not to audition. Similar to the above answer, just be up front with what you can afford and people will understand.

Q: I’m planning to raise money for my game by doing a crowdfunding campaign. Can I cast actors now and just pay them if we raise enough money later?
A: This will work best if you are able to pay the actors at least something for any work they do ahead of time (such as recording lines for a Kickstarter trailer). It is difficult to get a full cast of actors together under a situation of “what if” (we raise enough funding and then you’ll get paid, otherwise you’ll get nothing and the project may not even happen.) If you don’t have any funds up front, it’s best to do crowdfunding for your project first and include VO as a stretch goal if you happen to raise enough. If you’re really determined to get a cast ahead of time, you can list it as an unpaid project with the possibility of future payment, but be aware that it will affect both the quantity and quality of auditions you receive.

Q: How do I know whether or not I need a live session? This will affect what rate structure I use…
A: If you’re not sure how to direct actors or not experienced directing actors, it can actually be more efficient to simply allow the actors to record and send their lines on their own time, and then provide feedback if you need any of the lines revised. That being said, if you do want to have live sessions but aren’t sure how to direct effectively, you can always consider hiring a voice director!

Q: Can I work with actors directly, or do I need to contact their agency?
This depends on the actor. Many actors are comfortable with or even prefer to work directly for indie projects, as some agents will not take on these projects due to the budget and/or union status. However, some actors may request to loop in their agency or only be reachable via their agency, in which case you simply contact the agents with your project proposal and they will negotiate and communicate with you on the actor’s behalf. You’ll have more luck being taken seriously by an agency if you are either able to offer industry standard nonunion rates, or go union via the Tiered Budget Agreement.

Q: Do I need to take my project through the union? What if some of the actors I want to hire are union, and others aren’t?
A: Many projects, especially in the indie realm, operate on a non-union basis. However, there can be multiple benefits to deciding to take your project union, such as working with union-only actors, having a standardized contract and rate structure in place, and having an external company handle the payroll process. Going union has now become more feasible for indie projects thanks to SAG-AFTRA’s Tiered Budget Agreement and may even save you money. Contrary to popular belief, you’re still allowed to hire nonunion actors on a union project—you’ll just have to fill out an extra form and agree to use the pay rates and contracts established by the union.

Q: Do I need to rent a studio for the recording, and if so, how does that factor into the cost?
A: Many professional voice actors have high-quality home studios and are equipped to record remotely from all over the world. Renting a studio, while always an option, is likely overkill for an indie project as you’ll have to book the studio on your own and pay for any associated fees.

Q: Does it cost extra for voice actors to promote the project on their social media accounts?
A: Generally, no—many actors will be happy to make a cast announcement post once the project goes live, unless they are going uncredited or using a pseudonym. However, expectations should be tempered in that anything beyond a single post/share is a bonus and should not be mandated. If you require actors to do promotional work outside of a simple cast announcement post, this should be disclosed at the time of casting, and additional payment for such work should be discussed. Keep in mind that strategies such as paid ad placement on social media may be more effective anyway than requiring cast members to constantly share updates. For more information, see “Voice actors are not your marketing team.”

Q: When I started recording, I did not have the money to pay actors the industry standard, but my project ended up selling very well. Should I pay them more after the fact?
A: While it’s certainly not required, a “bonus” is an incredibly nice gesture that would go a long way with making your team feel valued and appreciated. Again, it’s not expected, but can be a great gesture of goodwill if you find you suddenly have the means for it. You can also consider raising the pay rate if you expect the actors will have future installments or DLC to record.

Q: If I want an actor who is really well known/in-demand, is it okay to offer them more money than I am paying the rest of the cast?
A: While ideally everyone on the cast of a project should be getting paid the same base rate, there is a concept known as “overscale” in the voice acting world where certain actors may charge above standard industry rates to work on a project. Where it becomes tricky on indie projects is that if you happen to be paying lower than the industry standard rates due to your project’s budget, it may feel unfair to the other actors that you’re willing to meet or exceed the standard rates for a “big-name” actor but not for them. The best practice is to set a fair rate for all the actors on your project across the board, but to be open to individual negotiation from actors who may charge higher rates, especially if you are approaching them directly with an offer.

Q: How do I find voice actors for my project?
A: You can post in the appropriate casting call channel on our Discord server (read the pinned posts for the rules + what goes where), our forums, external sites such as Casting Call Club, and/or social media!

Q: What should I include in a casting call?
A: Provide a brief description of the project and characters being cast, a few sample audition lines from each character for actors to read, pay rate, a deadline for when you will stop accepting auditions, how you would prefer actors to submit their auditions (email or Dropbox/Drive folder), and any other specific instructions you’d like them to follow. For more information on how to create a casting call, see this guide.

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FAQ – for voice actors

Q: I was approached to work on a game project and asked about my rate. How do I know whether to quote industry standard or indie rates?
A:Try to figure out what the scope of the project is when coming up with a quote. For example, does the game have publisher backing, or is it being developed by a few people as a passion project? Many times it will be clear from the context of the audition whether it’s a small online team versus an actual company. But if you’re in doubt, it’s safest to quote the industry standard rate (as a quick reference for video games, that’s $250 USD per hour with a 2-hour minimum) – you can always mention to the client that you’re willing to negotiate based on their budget.

Q: I’m a new actor and don’t feel like I can charge the same rates as my more experienced peers. How do I know what to start with?
A: Remember that providing a quote to a client is less about your experience level and more about their budget. If you’re good enough to book the job, you’re good enough to be paid the same base rate as your castmates, so resist the temptation to undercut when a casting call asks actors to submit their own rates! Now, if you’re operating under a commission-style model where people hire you directly and you need to build a rate sheet, you can look at your peers’ rate sheets for reference and do what makes sense for you at the current stage of your career, taking the numbers from this guide into consideration.

Q: There is a project I want to audition for, but the rates are below what I’m able to work for. Can I still audition but with a higher rate, or negotiate the rate after I get cast?
A: It can be acceptable to reach out during the audition process and ask if there’s any way the rate/budget is negotiable. However, avoid “bait and switch” tactics like auditioning for a job, waiting to get an offer and then asking for more money—the client will be frustrated that you wasted their time auditioning for a project with a clearly stated rate while having no intention of actually working for that rate, and may be reluctant to work with you in the future.

Q: I am brand new to voice acting and just want to get some work experience. I’m auditioning for a project that’s paying a certain amount, but can I offer to work for free or a lower rate since I really want/need the job?
A: This is considered unethical and highly unprofessional (and may actually hurt your chances rather than help you!) You should be cast for a role on your own merit as an actor, not because you were the cheapest option. And remember, if you are good enough to book the job, you’re good enough to be paid what they’re offering! If you’re new and don’t think your skills are up to par to where you can book paid jobs yet, consider auditioning for the already-unpaid hobby projects, taking classes and practicing to improve your craft in the meantime.

Q: If my home recording quality is unsatisfactory and I need to record in a local studio, how should I factor this into my rate?
A: If you don’t have a proper home studio and voluntarily choose to rent studio space in order to submit for jobs which require a high standard of quality, then you are responsible for any studio cost and should ensure that the pay you are getting from the job is worth the cost of the studio rental to you. However, if the client is the one dictating that you record in studio, they should be the one to book and pay for the studio space. 

Q: I was asked to reprise a role from an older project, but my rates have changed since then. What should I do?
A: Assuming this is a separate project (such as a sequel/spinoff to a previous game you worked on, or a new season of an animated series), it is acceptable to let the client know your rates have increased and ask to renegotiate for the new installment.

Q: Should I post a rate sheet on my website for my clients?
A: Outside of very specific circumstances, no. Quotes are determined based on many factors such as type of project, usage, workload, etc. Posting “one-size-fits-all” rates can hurt your ability to negotiate on an individual level with clients.

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Questions/suggestions?

  • If you have further questions or wish to suggest changes to the guide, please ask in our #indie-rate-guide channel in the VAC server.
  • The Indie Rate Guide is a collaborative effort, meaning it will evolve over time based on the needs of the community!

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