Salary data for TAs is fuzzy - the role sits between art and engineering pay bands and studios file it differently. Fuzzy beats blind. Here are directional numbers, what moves them, and exactly what to say when the offer lands.
These are directional midpoints from public sources (GDC State of the Industry, levels-style sites, posted ranges in transparency-law states, community surveys) - not gospel. Real offers vary hugely by studio size, city, and specialization. Use these to detect an outlier offer, not to quote in a negotiation - in a negotiation, quote posted ranges for comparable roles, which are harder to argue with.
| Level | US (major hub) | US (elsewhere/remote) | UK | EU (west) | Canada |
|---|---|---|---|---|---|
| Junior (0-2 yrs) | $70-95k | $55-80k | GBP 28-40k | EUR 35-50k | C$55-75k |
| Mid (2-5 yrs) | $95-135k | $80-115k | GBP 40-60k | EUR 50-70k | C$75-100k |
| Senior (5-10 yrs) | $130-180k | $110-150k | GBP 55-85k | EUR 65-95k | C$95-130k |
| Lead / Principal | $160-220k+ | $140-190k | GBP 70-110k | EUR 80-120k | C$120-160k |
VFX/film TAs typically land a band lower than game TAs at the same experience; big-tech-adjacent studios (engine vendors, platform holders) a band higher, sometimes with meaningful equity on top.
Negotiation is a five-sentence conversation that people lose sleep over for a week. The sentences:
When asked for expectations early (deflect - whoever names a number first anchors):
"I'd rather make sure we're a fit first - I'm confident we can land on something fair if we get there. Can you share the band for the role?"
They almost always share the band. If they insist you go first, give a researched range, top-anchored: "based on posted ranges for similar roles, I'm looking around X-Y."
When the offer arrives (never accept on the call - warmth plus a pause):
"Thank you - I'm genuinely excited about this. I'd like a couple of days to review the full package. Can I come back to you Thursday?"
The counter (one number, one reason, zero apology):
"I'm excited to accept if we can get base to [number]. Comparable roles I'm seeing are posted at [range], and given [shipped title / shader specialization / the pipeline work in my portfolio], I think that's fair. Everything else in the offer looks great."
Counter 8-12% over the offer, once, and mean it. A researched counter is expected - recruiters budget for it, and the worst realistic outcome is "we can't move on base, but..." which opens the door to the next section. The only way to actually lose is bluffing numbers you can't source or negotiating past a yes.
A junior once told me they accepted instantly because they were "just grateful to get an offer." Two years later they discovered they'd started $14k under the posted band minimum - and every raise since had compounded from that floor. The recruiter wasn't evil; the band was right there. Nobody volunteers money you don't ask about. Ask about the band.
If base won't move, these often will - roughly in order of long-term value: signing bonus (easiest yes in the building - it's one-time money), level/title (a "mid" vs "senior" stamp changes every future band), review timing ("can we do a 6-month review with a defined raise path instead?"), remote flexibility, education budget (GDC/SIGGRAPH tickets are cheap for studios and career-compounding for you), and extra PTO. Get whatever is agreed in the offer letter - verbal promises don't survive reorgs.