A reprint from Gamasutra's sister publication Game Developer magazine, this article from Steve Theodore, technical art director at Undead Labs, explores the history of game artist salaries, and where they're headed next.
The annual Game Developer Salary Survey always makes interesting reading. As of last year, the average annual salary for game artists was about $75,000. That's a pretty respectable average - it compares favorably with the average salary for teachers in the U.S. (around $55,000).
It's also notably higher than the average given by the Bureau of Labor Statistics for "multimedia animators" - which includes film and games but also web, advertising, and other kinds of computer animations, and is quoted as $58,000. So, it's hardly a terrible number.
Artist salaries have been increasing. However, adjusted for inflation, they're actually falling.
It's tempting to blame the decline on the recession, but the trend is actually consistent across the whole decade. The biggest dip doesn't appear in 2009 or 2010 (as you might expect if the recession were to blame); it's actually in 2003. Moreover, that trend line goes back even further. Most veterans of the premillennial days (your humble columnist included) can tell you that the market for CG artists was a lot hotter back in the closing years of the 20th century.
I started in games in 1995, and my starting salary back in those distant days works out to just over $77,000 in today's dollars. The Game Developer survey puts today's starting salary's average at around $45,000. That's a decline of over 45% in real terms over the last couple of decades.
Ouch.
Hollywood CG animator salaries, as reported by the Animator's Guild, have fallen by nearly a third over the last 15 years when you take inflation into account.
As an individual artist, when you're trying to make sense of the business you're in and build a career, it's hard to get a good view of the macro trends that are shaping your economic life. We see the details: We remember our struggles and our triumphs, the successful gambles and the jobs that looked like sure things but turned out to be disasters. We remember companies that paid stupid money and the shady chiselers who bought Porsches while laying off our friends.
What we don't always see is the way that larger shifts in the business are driving our futures. Averages, surveys, and the like help us make sense of all those hidden forces so we can plan more effectively for ourselves and our careers. In this case, the averages tell us a pretty scary tale.
The blog entry on the Animator's Guild web site that posted the Hollywood CG salary numbers ended with this laconic observation from Steve Hulett, the business representative of the animator's union:
"Soak them in and draw your conclusions. (The one I draw is: 'The laws of supply and demand have weight and meaning.')"
This is, sad to say, a profound meditation on our situation.
The culture and outlook of the game business in general, and of game artists in particular, formed in a unique historical moment. In the 1990s, the demand for people who could work with the clunky software and arcane processes of 3D modeling and animation vastly outstripped the supply. Computer graphics had only just emerged from academic research into the entertainment realm; although cult favorite TRON debuted in 1982, computer-generated imagery really captured the public imagination with Terminator 2 (1992), Jurassic Park (1993), and of course Toy Story (1995).
Back then, there were few schools that taught the tools of the trade - and even when the schools could find the money for exotic workstations and pricey software, there were few experienced users to teach the courses. I recall, with particular secondhand embarrassment, an "Advanced Computer Graphics Workshop" at the Rhode Island School of Design circa 1992, which consisted mostly of watching the professor rifling nervously through a thick Wavefront manual.
Outside the schools, hobbyists and enthusiasts were hard-pressed to find tools that would let them learn on their own: a fully tricked-out seat of Alias PowerAnimator (the predecessor to Maya) ran in the same price range as a brand-new Cadillac, and it required a Unix workstation that cost about the same as a new Mustang convertible.
Unsurprisingly, with few opportunities for formal education or informal self-teaching, computer artists were a rare breed. Anybody who could master the esoterica of running an SGI workstation or had the patience to wrestle the beastly programs of the era could find a job with companies who were grappling with the new and unfamiliar technology.
The meat markets of the CG business - particularly SIGGRAPH, where Hollywood and big TV production houses did the bulk of their recruiting - were as competitive as the NBA draft. Anybody who could produce a reasonable reel was aggressively pursued with swanky hospitality suites, lavish parties, and signing bonuses. The only dark lining to this silvery cloud was that many artists had to labor (not always unjustly) under the perception that they were merely software jockeys and not "real artists." All in all, though, it was a pretty good time to be in CG.
"Our wage picture is not improving"
But averages are always suspect. There's no such thing as an "average" artist - these numbers include both successful veterans with fat profit-sharing checks, and struggling indies living off of Kickstarter and Visa cards. However, there is one thing you really can see by looking at those averages: Overall, our wage picture is not improving. Back in 2001, the average artist salary was close to $61,000. In the last decade the average has increased by 16% or so, and when you adjust for inflation, the comparison isn't so rosy: $61,000 in 2001 dollars is around $79,000 today. In other words, the average salary has actually slipped by almost 10% in real terms from where it was a decade ago.
Double ouch
Now, you might think that cushy starting salary of mine was a recognition of my sheer artistic genius... or perhaps I might like you to think that. The truth, however, is that the going rate in those heady days was a lot heftier than it is today. For comparison's sake, the Animators Guild (the Hollywood union that covers CG artists) started doing their own salary surveys in 1997, and they report an average weekly rate that works out to a whopping $96,000 for that year, equivalent to $137,000 today - just about twice today's average for games. (Of course, before you book your tickets to L.A., remember that film work comes with a high cost of living, union dues, and frequent periods without work.) The really interesting (or rather, really depressing) point here is that the latest number in their data, for 2008, works out to about $93,000 in today's dollars. Sure, it's still higher than our average, but it's a drop of more than one-third in a decade. Double ouch.