Budgeting for an Outsource Game Audio Team
- Li & Ortega
- May 20
- 3 min read
Updated: May 29
I. Introduction
Game audio is critical in creating immersive, memorable experiences, but not every studio has an in-house audio team, and outsourcing is often necessary. This is a guide for game developers looking to plan and budget for an outsourced game audio team, regardless of project scope.
II. Understanding Game Audio Needs
Types of Game Audio
Types of game audio you may require (with examples):
Music: Main theme, background score, battle music.
Sound Effects (SFX): Environmental sounds, item pickups, UI clicks, weapon sounds.
Voice-over (VO): Character dialogue, narrator lines.
Ambient Sounds: Rain, crowd noise, cave echoes.
UI/UX Sounds: Button clicks, feedback tones.
Audio Scope/Complexity Assessment
The scope of your game’s audio generally depends on:
Genre: A narrative-heavy RPG demands more voice-over than a minimalist puzzle game.
Game Size: Longer games with more environments require more audio assets.
Narrative: Branching dialogue or voiced cinematics drastically increase workload.
In-House vs. Outsourced
Outsourcing makes sense when:
Your team lacks audio expertise.
You want high-quality sound but can’t afford full-time staff.
You need to scale production without increasing overhead. (Venture-backed studios, I’m looking at you)
The project requires a specialized skill set (e.g., orchestral music or voice direction).
III. Types of Outsource Game Audio Services
Full-Service Audio Teams
These vendors can handle everything: leadership, music, SFX, VO, and implementation. They're ideal for studios with minimal internal audio infrastructure.
Freelance Audio Professionals
You can hire individual contributors such as:
Specialized Audio Vendors
These firms handle specific components like:
Localization and Translation
Foley and Location Recording
Orchestration and Live Recording
IV. Budget Planning Framework
Establishing Your Audio Budget
Audio usually represents 5-10% of a game’s total budget, though this varies by genre and ambition.
Budgeting by Project Phase
Pre-production: Audio style guides, temp tracks, planning.
Production: Asset creation, VO recording, music composition.
Post-production: Mixing, mastering, bug fixing, optimization.
Top-down vs. Bottom-up Budgeting
Top-down: Start with an overall number and break it down.
Bottom-up: List all tasks and assign specific costs to each one.
Contingency
Always allocate 10-15% extra to account for revisions or unexpected scope increases.
V. Line-Item Budget Breakdown
$300-$2,500 per finished minute depending on complexity and team reputation.
Include costs for multiple versions, looping, and alternate themes.
Price negotiation based on license/ownership, although venture-funded and larger studios tend to prefer permanent buyout agreements.
Project-based per-asset or per-bundle pricing (ideal if internal audio leadership is present, with well-defined asset requirements)
Retainer/Time-based per day/per week pricing (ideal if more iterative approach is required and assets requirements are not set in stone)
Custom sound creation costs more than using stock libraries.
Voice-over Production (Cost Estimates in USA as of 05/28/25)
Costs per hour/session or per line.
Include:
Casting
Studio Fee: 200/h with Engineer
Editing: 80/h
Talent Rate: 4h Session 1570 (Union), 1200 (Non-Union). Non-Union 300/h, no minimum session length.
Director: 1000/session
Integration: 100/h
Middleware (Wwise, FMOD) licensing fee (refer to those companies’ websites for pricing)
Retainer/Time-based per day/per week pricing
Sound system setup in your engine (Unity, Unreal).
Project Management
Time spent coordinating, reviewing, and syncing schedules.
Communication tools (e.g., Slack, Asana) or asset trackers.
VI. Cost Factors and Pricing Variables
Costs vary based on:
Geography: A U.S.-based studio can usually be expected to charge more than a counterpart in Moldova.
Experience: Industry veterans come at a premium.
Turnaround Time: Rush jobs can double the price.
Quality Expectations: Cinematic audio vs. functional, library-derived SFX.
Rights: Buyout licenses cost more than royalty-shared or usage-based licenses.
VII. Common Pitfalls and How to Avoid Them
Underestimating implementation time: It takes time to hook up sounds properly, you should be doing this throughout the project rather than just at the end.
Ambiguous contracts: Be clear about revisions and ownership.
Late-stage scope creep: Lock the audio plan early to avoid budget inflation.
Lack of feedback: Poor communication causes delays and subpar quality.
Overuse of stock assets: This leads to generic or inconsistent audio.
VIII. Conclusion
Outsourcing game audio can elevate your project with professional-quality sound while staying within budget - if you plan carefully. Define your needs, build a detailed budget, and choose the right partners.
Audio is a creative pillar, not an afterthought.
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