Navigating the process of custom sound design should be clear and straightforward. Here are answers to some common questions potential clients have about working with Tone Alchemy.
Every game is unique, so every project receives a custom quote based on its specific scope and needs. My goal is to provide clear and simple pricing without complex itemized lists. Generally, I offer two main pricing structures:
- Flat-Fee Proposal: For most projects, I provide a single flat-fee price that covers all the sound effects we’ve discussed. This keeps the budget clear and predictable.
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3-Tiered Options: For more flexibility, I can present a proposal with three distinct options (e.g., A, B, and C). Each tier offers a different scope of work, number of revisions, and level of rights ownership, allowing you to choose the package that best fits your budget and goals.
- Profit Share Model: In some cases, particularly for “Work for Hire” buyout agreements, we can negotiate a compensation structure that includes a lower upfront fee in exchange for a percentage of the game’s Net Revenue after development costs have been recouped.
To get a custom quote, the best first step is to get in touch so we can discuss your project in detail.
Collaboration and feedback are key to a successful project. My process is built to be clear and responsive.
- Regular Feedback: I expect clients to listen to delivered sound effects on a regular basis and provide timely feedback on any changes to be made.
- Formal Acceptance Window: After I deliver work, you will have a set period (typically 14 days) to formally accept or reject it in writing.
- Making Revisions: If you reject a sound, you’ll specify the reasons, and I will use my best efforts to make the work conform to your needs in a timely manner. The number of included revisions (e.g., three per sound, or unlimited for a set time) will be clearly defined in your proposal.
- Changes to Scope: Any requests that significantly alter or add to the initially agreed-upon work are handled as a “Modification/Change Request”. I will provide a written estimate for the additional work before proceeding.
Yes, I offer implementation services using industry-standard middleware like FMOD Studio and Wwise.
My implementation service involves creating and organizing all sound events, parameters, and logic within a dedicated middleware project. The deliverable is a clean, organized, and ready-to-use FMOD or Wwise project bank that your development team can easily hook into your game engine (like Unity or Unreal).
Please note that my responsibility ends at the delivery of these polished middleware project banks. The final stage—integrating the banks into your specific game engine and writing the code to trigger the audio events—remains the responsibility of your programming team.
I am, of course, happy to consult with your programmers throughout their process to ensure a smooth and successful integration.
I provide all audio assets in the format that best suits your project’s needs, ensuring the highest quality and ease of use for your development team.
- Standard Asset Delivery: All final, individual sound effects are delivered as high-quality, game-ready
.wav
files. - Middleware Project Delivery: If your project includes my audio implementation service, you will receive a complete and organized FMOD Studio or Wwise project bank. This bank contains all the sound events, parameters, and logic, ready for your programmers to hook into your game engine.
This is a crucial point that we will agree on before the project begins. I offer two standard models for ownership rights:
- Work for Hire (Buyout): In this model, the client (“Company”) is considered the sole and exclusive owner of all right, title, and interest in the sound effects created for the project. The work is legally considered a “Work Made for Hire”. This is the best option if you need to own the audio outright.
- Non-Exclusive License: In this model, I (“Contractor”) retain full ownership of the sound effects I create. I then grant your company a permanent, worldwide, non-exclusive license to use those sounds in your project. This allows me to re-use or re-sell the sounds to other clients in the future, which often results in a more competitive upfront fee for you.
In either scenario, I retain a license to use the work I created for my own promotional purposes, such as in my portfolio or demo reel.
A successful collaboration requires clear input from you. To get started, I typically need:
- A clear understanding of your project goals and a definitive list of the sound effects you need.
- A commitment to listening to delivered assets and providing feedback on a regular basis.
- Access to new builds of your game whenever significant updates are made so I can test the audio in context.
Ready to Discuss Your Project?
If your questions have been answered and you’re ready to take the next step, I’d love to hear about your game.