Thanks Martin, for the insightful advice. I'm just starting out with contract work and it looks like the hourly rate with an estimated time for completion is the way to go. Do you have any advice on how I should go about calculating hourly rate? Should I be working backward from what I'm getting for my monthly salary
Ben. Sent from my iPhone On 7 May 2010, at 9:42 AM, Martin Redington <[email protected] > wrote: > If it's a straightforward work-for-hire arrangement (as opposed to > white-labeling, or a profit-share, or something), my advice would be > to > offer them a time estimate, but on anything other than the most > trivial > jobs, only to work on a time and materials basis (i.e. an hourly > rate). > > With a fixed quote, you're taking all the risk of any over-runs, no > matter > what the cause of them, and if your payment is dependent on a > satisfactory > deliverable, you're vulnerable if the client start behaving > unreasonably for > whatever reason, or if you decide that you need to fire them. > > On an hourly rate, and a reasoned estimate and project plan, you can > demonstrate to the client that you're making the expected progress > (hopefully), and if things go awry for whatever reason, you can each > cut > your losses, with you getting paid for your time spent so far, and the > client keeping the code that you've written for them. > > If at some point the spec changes, or they decide that they'd like > you to > spend time polishing some particular feature, then you can estimate > the > additional time required, and they can see straight away how much it > will > cost. > > One other tip: don't be tempted to drop your prices or underestimate > the job > to win the business. If the client can't pay your rate (assuming > it's not > unreasonable), or doesn't really have enough money for what they want, > you'll be better off just to let it go. > > > > On Fri, May 7, 2010 at 2:10 AM, Ben Liong <[email protected]> wrote: > >> >> >> Hi, >> >> I recently received a request-for-quotation from a company to develop >> a set of mac / ipad games (educational purposes). I'm curious if you >> guys have any advice in terms of pricing of tailor made project / >> software. What kinds of things should I take into consideration when >> determining s price? Are time-to-implement and value of my time the >> only factor here? >> >> Thanks in advance. >> >> Regards, >> Ben Liong. >> >> Share and enjoy. >> Sent from my iPhone >> >> > > > > -- > http://www.mildmanneredindustries.com/ > > > [Non-text portions of this message have been removed] > > > > ------------------------------------ > > MacSB email guidelines: http://tinyurl.com/2g55d6 > Use MacSB-Talk for off topic messages: > http://groups.google.com/group/macsb-talk > Yahoo! Groups Links > > >
