mrstickball said:
The article makes no such assumptions as to who takes what percentage other than the ones given..So why assume the publisher makes more than the stated revenue? There are lots of variables on the Gears of War estimate. Licensing (which was/is 5% of the pie) may or may not be needed for any given game. Marketing (7%) can also greatly vary....What if the marketing team is in-house? Also, corporate costs and hardware development would be associated with developer costs, I'd think. So it really depends on how you want to quantify it. I gave an esitmate of $30-40 profit for developers. The low end of the spectrum would be $25 in very bad cases, but it could near $40 if the right requirements were met (lower marketing budget, no licensing). |
$26.55 + $1.00 = $27.55
$27.55 × 500,000 ≈ $13.8 million
$27.55 × 1,000,000 ≈ $28.5 million
Those numbers put us in line with what we know about the costs of HD development.
So overall, the picture looks like this: The publisher pays a developer a certain amount to make a game, developer makes the game, publisher publishes game, publisher takes lion's share of money until they break even, publisher makes $1 per game after that, developer makes additional money after game breaks even.
Switch Code: SW-7377-9189-3397 -- Nintendo Network ID: theRepublic -- Steam ID: theRepublic
Now Playing
Switch - Super Mario Maker 2 (2019)
3DS - Phoenix Wright: Ace Attorney (Trilogy) (2005/2014)
Mobile - Yugioh Duel Links (2017)
Mobile - Super Mario Run (2017)
PC - Borderlands 2 (2012)
PC - Deep Rock Galactic (2020)







