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Forums - Sales - Game Development Time + Costs

I've been getting a certain magazine for more than a decade now.. because hey, its free to me, and sometimes it has good articles.  Said magazine often has "post mortems" on individual titles, and often times, these post mortems contain some info relevant to dev time and costs in the industry its about. (I know this is a lame attempt at being vague about why I have these magazines -- don't ask, because I'm not interested in answering)

I've discarded a great number of these magazines, but I have a pile from the past 2-3 years or so sitting next to me... I thought I would post some of the fun info within in a post, dispel some silly rumors, and enjoy the ensuing discussion.

I have Procrastinato Estimates (tm) for some stuff, marked with a PE:... argue with me all you want.  I'll change the table if you convince me (unlikely).  The special "estimate revenue/investment" R/I ratio is just that -- a ratio, and its just for fun.  The revenue is just raw sales times 50% of the initial retail price, which is really pretty inaccurate, overall.  The point is to be just as inaccurate across the board, for fun comparison's sake, not for accuracy.  A 1.0 would almost assuredly indicate a loss, but beyond that, its going to vary, game to game, condition to condition, where the profit line is.  Have fun analyzing the data that's present -- you're nev er gonna see all the details, so enjoy what you have here, because that's all you're gonna see.

Keep in mind that this data was provided by the developers themselves, and that different people have different ideas of what constitutes "development time", amongst other things.  Some folks will include pre-production, some will not.  Some will include post-production, some will not.  Often a dev team grows during a product's life cycle, and often (in bigger studios) the dev team members are shared with other projects... Its pretty complicated, and very project/studio specific in the end.  I'm just writing down the reported numbers -- there's aboslutely no guarantee that the reporters followed the same guidelines when reporting.

 

Heregoes.  

 

 

TitlePublisherPlatformsDevelopment TimeDev team sizeDevelopment Cost
Primary Development PlatformVGC reported sales #sEst. R/INotes
Metal Gear Ac!d 2KonamiPSP8 months~21 (from a team picture in the article -- probably the team was a bit bigger)Procrastinato Estimate (PE): $1.4MPSP0.16M, @ max retail $40/copy3.2M/1.4M = 2.29Sequel -- has a large influence on dev costs and time.  Article mentions MGA1 engine/assets used as a basis.
Indigo ProphecyAtariPC, PS2, XBox~24 months~80 (peak)PE: $12.0MPC----New IPs, from especially new studios, almost always have above average dev costs/time
Tomb Raider: LegendEidosPS2, XBox, XBox 360, PSP, PC, GameCube, DS~24 months~80 (peak)PE: $12.0MPC> 1.21M (VGC data very incomplete)--I highly suspect most ports were not done the reported 80 person team, and that the actual costs were higher than my "estimate"
Titan QuestTHQPC~30 months~30 (article says peak was 39, and they had trouble hiring for most of the project)PE: $7.5MPC----Small teams make for longer dev cycles, even on PC-only titles.
Prey2K GamesPC, XBox 36062 months30 (probably not for the whole 62 months)PE: $11.0MPC> 0.28M--This is a honest-to-goodness real dev time, from concept to finish, and I knocked down my budget estimate to compensate.
Defcon--PC, Mac, Linux12 months2$0.095M (actual)
PC----Garage-style development.  ~$50K/year per dev.
Tony Hawk's Downhill JamActivisionWii (this report is for only the Wii version)18 months40 (+8 part-time)PE: $6.0MWii0.2M @ ~$50 retail copy max5.0M/6.0M = 0.83Almost definately a loss, if VGC is right.  Perhaps the PS2 and DS ports made up the difference?
Resistance: FoMSonyPS3~24 months~100PE:$18.0MPC + PS33.55M @ $60 retail max106.5M/20M = 5.325Spend money to make money.  Like most release titles, developed on PC 1st, and probably longer than 24 months, really.  Big studio, probably shared resources with R&CF:ToD.
Sam & MaxTelltale/GameTapPC14 months14PE:(its episodic, and the numbers seem off.. I'm not gonna guess)PC----Article notes that the team was taxed and spread too thinly.  Way more than 14 people pictured in their team photo...
Burger King Trilogy (Sneak King, Pocket Bike Racer, Big Bumpin)King GamesXBox, XBox 3607 months80 (all 3 combined)PE:$4.7MXBox----HD games are cheap to make, if you don't shoot high.
ElebitsKonamiWii13 months30PE: $3.3MWii0.29M @ $50 retail max7.25M/3.3M = 2.2Barely profitable, I would guess.
Catan (XBLA)MicrosoftXBox 360/XBLA~12 months20PE: $2.0MXBox 360----Article mentions the schedule was too tight.
Puzzle Quest (does not include PS2/PS3/Wii  versions)D3XBox 360, DS, PSP~30 months4 (+8 contractors)PE: $1.4MPC----Article mentions DS port difficulties (lack of memory)
CrackdownMicrosoftXBox 360~48 months71 (peak)PE: $19.0MXBox 3601.54M @ $60 retail max46.2M/19.0M = 2.43X360 Exclusive, not really cheaper than PS3 exclusives listed here
Bioshock2K GamesXBox 360, PC~36 months93 (peak)PE: $18.6MPC + XBox 360> 2.34M (PC data incomplete)> 70.2M/18.6M = > 3.78 (I bet closer to 4.5, with PC and PS3)PS3 port probably made money as well, done in 1/3rd the time, with probably a lot less staff
Drawn to LifeTHQDS17 months~15 (peak, and my guess, from article)PE: $2.0MDS> 0.7M (I'm guessing closer to 1.5M WW, based on consistant DS sales comparisons)alot -- I bet the ratio is nearly 10.0I guessed alot with this one's numbers, based on similarities with other DS titles.  Take with salt.
StrangleholdMidway360, PS3, PC34 months150 (peak)PE: $27MXBox 360> 0.46M (guessing near 0.6M with complete numbers)~18M/~27M = ~0.67Ouch, and my guesses are generous, I think.
Ratchet & Clank Future: ToDSonyPS323 months~100PE: $19.2MPC + PS31.61M @ $60 max retail48.3M/19.2M = 2.52Article mentions 30 devs shared with R:FoM.  My cost estimate for each project, independantly, may be inflated, as would be common with big studios.
Call of Duty 4ActivisionX360, PS3, PC~24 months~100PE: $20.0MPC> 11.13M (PC not included)> 334M/20M = > 16.7Sequel.  Dev costs/time benefit.  The big hits cover all the failures, clearly.  Including the PC, the ratio is probably well over 20.0
UnchartedSonyPS3~36 months~70 (peak)PE: $18.0MPC + PS32.62M78.6M/18M = 4.37Worth the investment, like many ~$20M games.
Rock BandMTVX360, PS3, PS2, Wii~24 months~100PE: $20.0MPC5.19MDLC... crazy.  Not going to bother estimating.Pretty typical for the cross-platform pattern.
FF: My Life as a KingSquare-EnixWiiWare13 months19 (peak)PE: $1.4MWii----Cheap to make.  Article mentions schedule way too tight.
N+ (XBLA only)MS?XBLA12 months50.3M (actual)XBox 360----~$60K/dev/year.  Similar to other small-scale patterns.
Age of BootyCapcomX360, PS3, PC13 months17 (peak)PE: $1.25MXBox 360----I probably overestimate the costs on these small, but not tiny, dev studios by about 20%...
The MawTwisted PixelXBLA, PC9 months9 (peak)PE: $0.55MXBox 360----I liked this game.
LittleBigPlanetSonyPS3--27 (peak)--PS32.07M--Probably very profitable
Golden Axe: Beast RiderSegaX360, PS3~48 months125 (peak)$15.0M (actual)XBox 3600.13M @ $60 retail max3.9M/15.0M = 0.260.26 R/I? Double ouch.  Looks like I may be overestimating HD budgets though?
Far Cry 2UbisoftX360, PS3, PC~43 months265 (peak.  Article notes the peak as being much lower for the first two years)PE: $40MPC> 2.17M> 65.1/40 = > 1.63Uncounted PC sales probably carried this one, but wow... That's a lot of devs.  Time is fairly typical, however ~3.5 years), for a new high-end IP.

 

 

 

That's it, for now.  Whine all you want about my guesstimate numbers -- they're just that, educated guesses, and nothing more.  ;)  If its an estimate, I stated so (with a "PE:" or specific remark).  If I didn't state that, then it came right from the developer (well, right from the magazine, anyhow).

Enjoy!



 

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Hmm my table-fu... not so good. I'll see if I can make it look better.



 

well it stands to reason that the longer the development and the bigger status the game is then the cost is going to go up



Long Live SHIO!

Another awesome post from you, and nice guesses.

But one question though, why do you think Prey took 62 months? Isn't that a little too much for a title like that?!?



I don't think Prey took 62 months. The article says it did. Thus the dev stated it took 62 months.



 

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Some of those numbers seem ok, others are preposterous. Like Far Cry 2 for example, there nothing in that game to justify 40 mil $ development costs.
MGS4 and GTA4 are in the range of 50 - 70 mil$ (publicity costs not included).



"You have the right to the remains of a silent attorney"

Well, when you have 265 people on staff (for the latter half), and a 3.5 year dev cycle, 40M seems pretty reasonable.



 

Procrastinato said:
I don't think Prey took 62 months. The article says it did. Thus the dev stated it took 62 months.

I know and I didn't mean YOU. But I really doubt a title like that needed 62 months to be completed. Even if all the post-production and stuff is getting included.

 



Zones said:
Procrastinato said:
I don't think Prey took 62 months. The article says it did. Thus the dev stated it took 62 months.

I know and I didn't mean YOU. But I really doubt a title like that needed 62 months to be completed. Even if all the post-production and stuff is getting included.

 

 

Prey did have a load of development issues, as I recall from assorted news on teh interwebz.  5 years... long, but its not Duke Nukem Forever long.  Many of the big titles on the list took nearly 4 years, and Prey's dev team was big, but not monstrous.



 

Eh can't see the chart only extends to platforms anyone got any ideas how to fix this?




-=Dew the disco dancing fo da Unco Graham=-