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@ramses: The number given is usually $100k per team member per year of development.



Tease.

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madkiller said:
wholikeswood said:
20-30k boost is better than nothing.

Um, the PS3 only sold 13k more than last week...

 

I'm hoping for a teeny 7k boost between the next fortnight.

 



starcraft said:
Max King of the Wild said:
kz2 already made profit stop being silly. Sony sold 1.2 million in europe already with us numbers its certainly enough to profit

Combining development and marketing cost a conservative estimate (based on the rumours we have access too, and thats all we have accesss too) of   the cost of Killzone 2 would be $60 million.  That could easily be $100 million.

 

 

 

The bolded part made me LOL, literally.     What kind of WILD estimation is that?  yet is presented as the most probable fact!!  LOL!! I love this site.  60 erm.. no make it 100 million dolars...   hahahaha!!

 



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



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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.

 



Tease.

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

 

They didn't even have all those devs at the beginning either from what I have heard. I could be wrong.



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Final Fantasy VI (iOS), Final Fantasy: Record Keeper (iOS) & Dragon Quest V (iOS)     

    

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CGI-Quality said:
@ Rainbird

Regardless, the heavy-hitting JRPGs: Final Fantasy XIII (PS3/360), Dragon Quest X (Wii) and Final Fantasy Versus XIII (PS3), have yet to release

True, hopefully SE will prove to still be able to put out high quality games



sweet boost for ps3



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