Game production cost?
by Denis Linardic · in General Discussion · 11/02/2012 (6:11 am) · 8 replies
Hi.
First of all sorry for my English, it's not my native language so some grammar errors are expected :)
Now taking care of that let me ask you some questions.
I wanted to know how much can a game production cost?
I understand that depends on game genre, on number of people involved, complexity of game, but is it possible to get some estimate on production cost?
I have my own small company which produce bussines software, provide support and since it's now on it's feet i have some extra time and money to put in game developing so I am trying to find out some informations.
Programming, marketing, financing are more or less defined, however art,level design,sound are to be desired :)
I understand that most of the money will go towards art content since i already have programmers (also some part of programming will probably need to be outsourced).
Game, if ever created maybe won't sell, but that is something i will worry about when time comes. Now I am trying to figure out how much cash to invest and if it's number that i can afford to loose.
So what is to be expected (rough estimate) for let's say RTS type of game?
First of all sorry for my English, it's not my native language so some grammar errors are expected :)
Now taking care of that let me ask you some questions.
I wanted to know how much can a game production cost?
I understand that depends on game genre, on number of people involved, complexity of game, but is it possible to get some estimate on production cost?
I have my own small company which produce bussines software, provide support and since it's now on it's feet i have some extra time and money to put in game developing so I am trying to find out some informations.
Programming, marketing, financing are more or less defined, however art,level design,sound are to be desired :)
I understand that most of the money will go towards art content since i already have programmers (also some part of programming will probably need to be outsourced).
Game, if ever created maybe won't sell, but that is something i will worry about when time comes. Now I am trying to figure out how much cash to invest and if it's number that i can afford to loose.
So what is to be expected (rough estimate) for let's say RTS type of game?
About the author
#2
I do not expect to profit from game making(at least not from the start), that's why I am trying to find out as much as i can.
Business software is very forgiving job, laws changing, customers want specific features and there is rarely free updates so it's not hard to build business model around that, but games...hmmm.
Anyway, thank you again for your answer, I guess that best way is to take a deep breath and try...
11/02/2012 (2:31 pm)
Thank you for answer, I do understand that it's very hard to give some estimate, good business model is to keep everyone happy and still not to spend too much money.I do not expect to profit from game making(at least not from the start), that's why I am trying to find out as much as i can.
Business software is very forgiving job, laws changing, customers want specific features and there is rarely free updates so it's not hard to build business model around that, but games...hmmm.
Anyway, thank you again for your answer, I guess that best way is to take a deep breath and try...
#3
Budgeting and Scheduling Your Game
I had always "heard", $10,000 per person per month was a good estimate. That includes salary, workstation, power, water, etc,.
Let's say you figure it will take about 1 year to make an RTS. I would automatically double that to 2 years. You will need time for testing and bug fixing.
Next, you decide to hire; an Animator, Programmer, Sound Designer, Interface Artist, and 3d Modeler. So we'll create a rough production cost equation:
5 people x ($10,000 x 24 months) = $1,200,000
If some work is outsourced then you can probably lower the $10,000 since you most likely are only paying their salary.
Keeping with the RTS game, find an RTS you can mod. If it has a mod community, ask members to help you. Creating the mod and tracking it, will help give you an idea of what to expect when making your own game.
Please let me know if that doesn't make sense or I just don't know what I'm talking about.
11/02/2012 (8:51 pm)
Give this a read, it will give you some things to think about:Budgeting and Scheduling Your Game
I had always "heard", $10,000 per person per month was a good estimate. That includes salary, workstation, power, water, etc,.
Let's say you figure it will take about 1 year to make an RTS. I would automatically double that to 2 years. You will need time for testing and bug fixing.
Next, you decide to hire; an Animator, Programmer, Sound Designer, Interface Artist, and 3d Modeler. So we'll create a rough production cost equation:
5 people x ($10,000 x 24 months) = $1,200,000
If some work is outsourced then you can probably lower the $10,000 since you most likely are only paying their salary.
Keeping with the RTS game, find an RTS you can mod. If it has a mod community, ask members to help you. Creating the mod and tracking it, will help give you an idea of what to expect when making your own game.
Please let me know if that doesn't make sense or I just don't know what I'm talking about.
#4
Well this figures are bit too high for me :)
Good thing is that I already have Office, accounting, legal, workstations, even some software...bad thing is I don't have everything else ;)
Anyway, will try to go with bare minimum, and get playable prototype without art, and see how far can that go while keeping the expenses to the minimum.
Thank you.
11/03/2012 (12:39 am)
Thank you for your post.Well this figures are bit too high for me :)
Good thing is that I already have Office, accounting, legal, workstations, even some software...bad thing is I don't have everything else ;)
Anyway, will try to go with bare minimum, and get playable prototype without art, and see how far can that go while keeping the expenses to the minimum.
Thank you.
#5
11/03/2012 (3:09 am)
Denis, you can purchase the Content packs from GG for Art and even use the products in your game release. It's a cost effective method even if you just use it for learning or as place holders for your game until you've acquired an artist to make your custom art content.
#6
11/03/2012 (11:42 am)
A casual game is from us$50k to us$100k and 3 to 6 months of development...
#7
11/04/2012 (1:34 am)
Thank you for your answer Javier.
#8
Bit late at this discussion, don't hang around here that much anymore. If you still want some information and a couple of pointers you could drop me a line at johndonov@hotmail.com and I can share some information.
12/29/2012 (3:51 am)
Hi DenisBit late at this discussion, don't hang around here that much anymore. If you still want some information and a couple of pointers you could drop me a line at johndonov@hotmail.com and I can share some information.
Torque 3D Owner Scott Warren
Your investment would be both time and money. It would vary depending on your skill or the skill of your team, to produce a marketable product.
You have options to consider such as GarageGames Paid Support or contracting with an Artist or Programmer to produce for you.
The costs of making a game are just too varied to narrow it down for you.
We have seen AAA quality titles from the communities talented folks as well as lesser quality games that are really fun to play and the costs for producing them really changes according to available resources such as skill, contract costs, and time for example.
Then again, a company can throw millions at making a game and never produce anything at all.
An example of a whole state losing millions on an attempt to make a game.
www.cartoonbrew.com/business/rhode-island-taxpayers-lose-75-million-trying-to-ma...
Do not get discouraged. The community here has Professional Quality talented people for hire with very fair costs, that you can contract with. There are many ways to keep costs very low with reasonable expense and even with scheduled payments and still produce your game.