When to Hire a Motion Graphics Company (and When the Math Says Don't)
- Author: Cara Lackey
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September 15, 2026
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1423 words
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7 minutes
- 2D Animation
- 3D Animation
Sooner or later, someone in your company asks for more video than you can get made. At that point you have two real options. Hire a motion designer, or work with one of the motion graphics companies that quoted you last time. Most people compare those two by putting a salary next to a quote, and that comparison gets the answer wrong. The salary is not what the hire costs, and the two numbers are not buying the same thing.
I run a motion graphics company, so read this knowing where I sit. What I can offer is the math done for you, using published numbers, plus what I have watched happen to teams who made the hire anyway. By the end you will know what a designer really costs, what that money actually buys, and which option fits the video you need to make.
What a motion designer really costs you
The salary in the job posting is the smallest part of the bill. Robert Half’s 2026 salary guide puts a mid-level motion designer at $89,500, and School of Motion’s 2026 guide reports ZipRecruiter’s average at $85,000. Call it $85,000.
Then add benefits. The Bureau of Labor Statistics reports that in March 2026, benefits made up 30.1 percent of what private employers pay for a worker. That takes the $85,000 salary to about $121,600 before the designer opens a single file.
Then add software. Adobe lists Creative Cloud Pro for teams at $99.99 per license per month, about $1,200 a year. If any of the work is 3D, Maxon One adds $1,265 a year. With plugins, stock footage, and fonts on top, I use $3,500 a year for the seat.
Then add the hire itself. SHRM’s 2026 benchmarking puts the median cost of filling a nonexecutive role at $1,300. If you use a recruiter, expect a fee closer to a fifth of the salary instead.
Add it up and a motion designer costs you about $126,000 in the first year, before anyone manages them.
If you budgeted $85,000 for the role, you are about $41,000 short, and you have not made a video yet.
What that money actually buys
Here is the part the salary-versus-quote comparison hides. The $126,000 buys one person’s hours in one specialty. It does not buy a writer, a producer, a 3D artist, a sound designer, or anyone to check the work before it goes public. Each of those either gets added to your payroll or gets skipped, and in my experience skipped is what usually happens.
A studio quote is the opposite kind of number. It is priced per finished video, and it includes the script, the storyboard, the animation, the sound, the revisions, and the delivery formats. When you read what goes into my pricing, you are reading a list of jobs, not a list of hours.
Those jobs are not interchangeable either. A 2D explainer, a 3D product animation, and a live shoot are three different productions, with different prep, different crews, and different timelines. One hire is trained in one of them, and the other two do not happen. So when you compare a salary to a quote, you are comparing an input to an output, and the output is the thing you actually needed.
Why the hire disappoints
Even teams that go in knowing all of that tend to run into the same three problems.
Half the year goes to small requests
A designer on payroll becomes the person everyone sends things to. Resizes, versioning, deck support, caption passes, and requests that start with “can you just” fill the calendar. The launch video you hired them for slips behind the deck your VP needs by Thursday, because the deck is due first. Half a year of that, and the videos you planned are still on the list.
One person cannot be four specialists
A finished piece often needs a 2D motion designer, a 3D artist who can work from engineering files, a sound designer, and someone directing all three. One hire covers one of those. Work that stays inside 2D motion graphics can be carried by one strong generalist. Work that crosses into product 3D, engineering-accurate models, or original sound design usually cannot.
This is not a theory for me. SLB and NOV both run large in-house marketing teams with their own creative staff, and both have commissioned my studio repeatedly. Ten SLB projects and seven NOV projects sit in my portfolio. The work they bring, such as a pipeline integrity animation, has to survive review by an engineer who knows what the geometry looks like. Their in-house designers are not short on time. They are short on that specialty, and hiring a second generalist would not fix it.
One resignation and you are dark for months
SHRM’s same 2026 data puts the median time to fill a nonexecutive role at 39 days. Add a notice period and a ramp for the new person, and one resignation means two to three months with no video at all. The project files, font licenses, and unwritten rules about how your brand moves tend to leave with the person, and the next hire rebuilds them.
What about a freelancer
A freelancer sits between the hire and the studio, and for some jobs it is the right call. School of Motion’s rate table puts a senior freelance motion designer at $80 to $150 an hour. If you know exactly what you want and only need hands to build it, that is good value for a one-off piece.
The same freelancer gets expensive when you need someone to decide what the video should be, because you pay the hourly rate for every hour of deciding. Wanting direction, not just hands, is usually what sends a team looking for a motion graphics agency instead. A freelancer is also one person, so the specialty problem above does not go away. It just moves off your payroll.
What a motion graphics company gives you instead
When you work with a studio, you pay for finished videos and nothing else. No salary in the quiet months, no software, no recruiting, no manager’s time. When a launch, a trade show, and an earnings call land in the same quarter, a studio staffs up for it. When nothing is due, you are not paying anyone to wait.
You also get the whole team on every piece, and you get to choose the right production for the job. At my studio, one project moves from a writer to a 2D motion designer to a 3D artist to a sound designer without a handoff to another vendor. If the piece shows equipment, it goes through your engineer’s review at the storyboard, before anything expensive is built. I wrote up how that review works separately. That combination is the part a single hire cannot buy at any salary, and it is why my motion graphics services get used by companies that already employ designers.
When you should not hire me
Two cases, and I would rather name them than have you find out later.
If you need forty social cutdowns a month off a brand system you already own, a template tool at $699 to $1,199 a year does that job. Paying a studio per piece for that work is a waste, and it is where I send a lot of the social media content requests that reach me.
If you publish a steady stream of one kind of video, in one style, all year, a designer on staff makes sense. Even then, keep a studio for the pieces that need 3D, sound, or an engineer’s sign-off, and let the designer own the rest.
The short version
A salary buys one person’s time in one specialty, and then you buy everything else that person needs to do good work. A studio quote buys a finished video with the writing, the animation, the sound, the review, and the revisions already inside it, and you only pay when you need one. For most companies that publish a handful of videos a year, the studio is the better way to get the work made well. For any company whose videos have to be technically right, it is the safer way too.
Send me your next twelve months of video and I will tell you what it should cost
Give me the list of videos you expect to make and who has to approve each one. I will tell you whether my team is the right answer.