Squilliam said:
Max King of the Wild said:
ramses01 said:
TyePhoid_PAL said: lol at all the speculation regarding what prerequisites were needed for Killzone 2 to break even. This is a forum. Nobody here knows. Fantastic sales for an RTS. Think the brand helped a bit seeing as reviews were harsh. Killzone 2 beat cod 4 and 5 week 1 in Eu I think. Very good. |
Actually, projecting ballpark cost estimates is fairly simple. All one really needs is average team size as the bulk of the cost is in the people. Multiple team size and length of development by ~$150,000 per team member year. Given the length of development for KZ, I would think that $60M is probably on the low side.
|
ok do the mat. if those 120 employees are all devs (which i doubt) and its 100k per year not 150k. you have 12mil a year. times that ny 3.5 years and you have 42mil
|
Add a little pre-production and consider that the wonderful AI we experience in Veteran/Elite modes came from a third party and you get about $50Mil. Since thats pretty high we could say the best estimates range between $40-$60Mil production only.
|
euphoria beat me to it for once. considering i put 120 employees working on it for entire dev time and said those 120 employees are all devs i say it balances out. the psp version wasnt made from thin air and that was in development 3.5 years ago