What a Clip Costs You in Hours
Ask a seller how long a clip takes and you tend to get the runtime back, or the runtime plus an hour. Ask the same seller to walk through their last Tuesday and the number moves a long way, because the parts of the job that do not involve a camera are the parts nobody counts. This is the ledger, start to finish, and the point of writing it out is not discouragement. It is that you cannot price or plan around a number you have never actually added up.
The parts nobody counts
The shoot is the visible part. Around it sit seven other jobs, each of which is small enough to feel free and large enough to matter when you multiply it by everything you released this month.
- Planning and writing the piece.
- Setting the room up and putting it back.
- Shooting, including the takes you will not use.
- The reshoot, when there is one.
- Ingest, backup and editing.
- The thumbnail.
- The title, the description and the filing.
- Upload, checks, and whatever admin the release generates afterwards.
Most sellers can feel that this list is long. Far fewer have written a time against each line, and until you do, your sense of what a clip costs is an estimate built from the one part you enjoy.
Setup and strike
Getting the room ready is the most underrated line in the ledger. Lights out of the cupboard, stands up, positions rebuilt, marks taped, sound checked, wardrobe out, camera framed and focused, test recorded and watched. Then, at the end, all of it goes away again, because most people shoot in a room that has to be a room again by the evening.
This is a fixed cost and it barely moves with the length of the clip. That single property drives almost every efficient decision in a small production, and it is the reason filming clips alone leans so hard on photographing your setup: rebuilding from a picture takes minutes, rebuilding from memory takes an hour and lands somewhere slightly different.
The shoot itself
A ten-minute piece is not ten minutes of recording. There is the first take that turns out to be a rehearsal, the second take that is the real one, and the pickups when a line goes wrong or a hand leaves the frame. Then there is the checking, since a solo shoot has no one to say the wardrobe door is open.
A reasonable rule of thumb for one person working carefully is two to three times the runtime, and more when the piece involves anything that has to be set, tied, arranged or reset between takes. Anything that must be undone before it can be done again costs its setup twice.
The reshoot you did not plan
Sometimes the take is unusable and you find out at the edit. Focus drifted. The recorder was on the wrong input. A neighbour started drilling under a line you cannot cut around. When that happens, you do not lose the shoot, you lose the setup as well, because the room has to be rebuilt to match.
Nobody plans a reshoot into their schedule, which is precisely why the average clip takes longer than the good ones do. If one clip in five needs some part of it shot again, that is a fifth of a setup and a fifth of a shoot added to every clip you make, whether or not the specific one went smoothly.
Ingest, backup and editing
Cards come off, files get copied, and a backup goes somewhere that is not the same drive. That is dull and it takes real minutes, particularly at higher resolutions.
The edit itself depends entirely on how disciplined the shoot was. A piece shot in order, with a known structure and a clean last line, might be a top and tail, a colour pass and an export. A piece improvised on the day can take longer to cut than it took to shoot, because you are writing it in the edit instead. Anyone who has done both knows which afternoon they would rather have.
Then the export, which is machine time rather than your time, but it still occupies the room and delays the next thing.
The thumbnail
A thumbnail is a small job with an outsized effect, and treating it as an afterthought is the most common false economy in the whole chain. Pulling a frame from the clip is quick. Getting a frame that reads at a small size, is not a half-blink, and represents the piece honestly takes a few passes, and shooting a still deliberately during the session takes longer than that but produces something better than any frame grab.
Ten minutes on average, more if you are building a consistent look across a catalogue, which is worth doing.
Titling, tags and the description
Writing the title is not typing. It is deciding what this piece actually is, in the words a buyer would use, and doing that badly is how a good clip disappears. The description, the tags and the filing all follow from that decision, and all of them are easier when the piece had a shape to begin with rather than a list of contents.
Call it ten to twenty minutes done properly. It is the cheapest line in the ledger to do well and the most expensive to skip.
Upload and the tail
Upload time is wall clock rather than work, but it is not free, because it usually ends with checking that the file went up intact, that the preview is right, and that everything is where it should be. Then there is the tail: the announcement, the questions, the buyer who asks whether this one follows the last one. None of that is attributable to a single clip and all of it is caused by clips.
The ledger, roughly
Your own numbers will differ, and the point is the shape rather than the figures.
| Stage | Typical share of the job |
|---|---|
| Planning and writing | Small, and it shrinks every other line |
| Setup and strike | Large, and fixed regardless of clip length |
| Shooting | Two to three times the runtime |
| Reshoot risk | A fraction of a setup, spread over everything |
| Ingest, backup, edit | Comparable to the shoot, sometimes larger |
| Thumbnail | Small |
| Title, tags, description | Small, and disproportionately important |
| Upload and admin | Small individually, constant in aggregate |
Add it up honestly and a single mid-length clip made from a cold start is most of a working day, not an hour.
Why the rate you quote yourself is wrong
The usual mistake is to divide what a clip earns by the time spent on camera. That is the one line in the table that is smallest relative to its visibility. Divide by the whole chain instead and the effective rate typically falls by a factor of three or four, which is unpleasant to see once and useful to know forever, particularly when you are deciding what to charge. How to price your fetish clips is the other half of that conversation.
There is a second error, though, and it runs the other way. A clip is not a job that ends. It stays listed and keeps selling, so the divisor is fixed while the numerator keeps growing for as long as the piece stays relevant. A clip that pays poorly in its first month can pay perfectly well over three years, which is the real subject of your back catalogue.
What actually shrinks the number
Only a few things move this ledger, and none of them is working faster.
Batching moves it most, because setup and strike are paid once across three pieces instead of three times. Planning moves it second, because a written structure removes most of the edit. A repeatable setup moves it third, since a room you can rebuild from a photograph is a room you will actually use on a Tuesday evening. Templates for titles, descriptions and thumbnails move the tail, quietly, every single release.
What does not move it is buying something. Faster gear shortens the export and leaves every other line where it was.
In practice
Sellers who track the whole chain find the shoot is the smallest part of it. Setup and strike are a fixed cost that barely moves with clip length, editing often runs longer than shooting, and the thumbnail, title, description and upload form a tail that feels free and is not. Add the occasional reshoot, spread across everything, and a mid-length clip from a cold start is most of a working day. The reason it matters is pricing: an hourly rate calculated on camera time only is usually wrong by a factor of three or four.
For beginners
Time yourself once, properly, from getting the lights out to the clip being live, and write down each stage. The number will be uncomfortable and it is the number you should price against. Don't buy faster gear to fix it, because gear only shortens the export. Plan the piece before you shoot it, since almost everything you skip in planning comes back as edit time.
For experienced sellers
The efficient studios attack the fixed costs rather than working faster. They batch three pieces per setup, keep a rebuildable lighting plan, write to a known structure so the edit is assembly rather than rescue, and template their titles, descriptions and thumbnails. They also count the divisor honestly: a clip keeps earning after the work stops, so the true hourly rate on a catalogue piece improves for as long as it stays live and findable.
FAQ
How long does it take to make a clip?
Far longer than the runtime. A ten-minute clip made by one person usually costs a multiple of its length once you count setting the room up, shooting more than one take, ingesting and editing, cutting a thumbnail, writing the title and description, uploading and filing it. Sellers who track the whole chain tend to find the shooting is the smallest part.
Why is my hourly rate lower than I thought?
Because most people divide what a clip earns by the time they spent on camera, which ignores setup, editing, the thumbnail, the writing and the admin. Count the whole chain and the number changes by a factor. The offsetting fact is that a clip keeps selling after the work stops, so the true rate improves for as long as the clip stays live.