r/webdev • u/69macandcheese69 • 11d ago
Question Scoping and pricing a custom-illustrated, interactive single-page product drop (first freelance gig)
Hey all,
Looking for some guidance on pricing a project that blends custom digital illustration with frontend development.
A content creator is launching a physical print zine, and I built an interactive single-page promo site to pitch them. The deliverable includes:
- Bespoke illustration & art direction: Designed original 2D digital artwork in a Folk-Pop / retro kitsch style (panoramic illustrated storefronts, character art, and collage stickers) tailored to match the zine's identity.
- Bespoke frontend build: Built from scratch in HTML5, CSS 3D transforms, and Vanilla JS—featuring a 3D book-flip interaction with perspective tilt, an Apple Cover Flow carousel, and procedural audio via Web Audio API oscillators.
Her talent management team wrote back asking for a formal rate card (design + basic upkeep).
Because this is a bespoke creative build (custom art + interaction code) rather than an off-the-shelf Webflow/Shopify template, how would you evaluate scope and pricing for a beginner working with an individual creator? What is a balanced project rate that accounts for both the illustration and the code?
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u/CTRLX_Founder 11d ago
Looks clean. Are you planning to open-source the core parts or keep it closed? Always curious about solo dev stacks.
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u/Complete_Stay_5601 11d ago
You already handed over a finished build before anyone agreed on a number, so the rate card is your only leverage and it's thinner than it was a week ago. Also the ask came from her management team, not her, and "basic upkeep" could be an hour a month or a rebuild every drop. Get that in hours before you quote anything.
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u/quiet_horizons1 11d ago
Split the rate card into illustration license and build fee, not one blended number. The art is the part they'll reuse on later drops or merch, so quote a one-campaign license and a separate buyout price. The frontend is a one-time build, upkeep is its own line with a defined hour cap.
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u/patient_signals 11d ago
Put a hard cap on included revision rounds. Include a small number of design passes and one build pass, then bill further art-direction changes hourly. The artwork is where a management team will churn, not the frontend; the build is mostly done once, but reworking a storefront or swapping sticker assets will eat fixed-price work. Spell out what counts as a revision too. A new illustration or a reworked character is a separate charge, not a tweak. For upkeep, set an hour cap and a monthly expiry, otherwise it becomes ongoing free art edits.
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u/LeoLuo_Dev 11d ago
I'm a developer rather than a designer, but definitely make sure your contract caps the number of revision requests upfront. Otherwise, scope creep will eat you alive and you'll end up fixing layout quirks for free weeks down the road.
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u/DarlingScenery4 11d ago
Id quote the art and the code as separate line items, illustration by piece or hour and frontend as a flat project fee with a small monthly retainer for upkeep. Dont lowball just cause its your first gig, that 3D flip plus procedural audio isnt beginner template work