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Found my notes.  First off, we have to assume that successful games are generally extremely polished and HQ.  For this, we're making a modest game with a modest budget with a modest team.


  • People
    • 20 people x $50k/year (our AVG) x 1.5 years (extremely conservative) = $1.5 million on salary
  •  Equipment
    • 20 x $15k (consoledev kit, PC, ect) = about $0.3 million
  • Overhead
    • salary * 50% = $0.75 million

So that's about $2.5 million for a modest game with a modest team, but do remember we're cutting corners everywhere here.  Now for the next part.

  • Cost of goods (remember, these are special CD's and DVD's)
    • CD's: $1.00
    •  DVD's: $2-4
    • Game Disk$12-15
    • 200,000 (copies) SKU x $15 = $3million
  • Marketing
    • $0.5million
    • typically $2-10 million
    • MDF (marketing development funds) 6% of the wholesale price

So that's about $7million to make a game while cutting every corner possible.  Knowing what I said above about successful games are exremely polished and HQ, this game likely isn't but lets go on and pretend it is.

Assume our game is being sold at a $40 price point and we make $15 on every game, we would have to sell 470,000 copies to break even.

Assume our game is being sold at a $50 price point and we make a $25 profit on every game, we would have to sell 280,000 to break even.

 

So yeah, that's a very modest example, but it's a good place to start when trying to figure out why games are so expensive and why some things are priced the way they are.