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Forums - Sales - Cost of Developing games

Squilliam said:
^ Actually L4D is probably closer to 15M at most. They are reusing the Source engine and there isn't a hell of a lot of content (voice acting, levels, graphics) in the game.


It's possible. But it's a fairly big project and a new IP.

But then I'm using a new formula for estimating dev costs, by using $125-150K per man-year instead of $100K which I always thought was too low. (L4D 2 years x 75 guys x $150k=$22.5 mill)



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Squilliam said:
^ Actually L4D is probably closer to 15M at most. They are reusing the Source engine and there isn't a hell of a lot of content (voice acting, levels, graphics) in the game.

I doubt it, they spent $10m just advertising it. Unless you are talking about Left 4 Dead 2.



Leatherhat on July 6th, 2012 3pm. Vita sales:"3 mil for COD 2 mil for AC. Maybe more. "  thehusbo on July 6th, 2012 5pm. Vita sales:"5 mil for COD 2.2 mil for AC."

SaviorX said:
Squilliam said:
^ Actually L4D is probably closer to 15M at most. They are reusing the Source engine and there isn't a hell of a lot of content (voice acting, levels, graphics) in the game.

I doubt it, they spent $10m just advertising it. Unless you are talking about Left 4 Dead 2.


Are you sure? Please provide a source. You would make me so happy...



Slimebeast said:
Squilliam said:
^ Actually L4D is probably closer to 15M at most. They are reusing the Source engine and there isn't a hell of a lot of content (voice acting, levels, graphics) in the game.


It's possible. But it's a fairly big project and a new IP.

But then I'm using a new formula for estimating dev costs, by using $125-150K per man-year instead of $100K which I always thought was too low. (L4D 2 years x 75 guys x $150k=$22.5 mill)

75 guys didn't work solely on that game for the whole two years. $100k per year was given by developers working in the industry its a pretty good rule of the thumb really, if you took that and redid your calculations it would come in at exactly $15M as an estimate.

@SaviourX advertising is based on cost/benefit not how much a game cost to make. If a game sucks and cost $30M they won't advertise it extensively. A lot of games last gen got more advertisement than development dollars.

 



Tease.

Squilliam said:
Slimebeast said:
Squilliam said:
^ Actually L4D is probably closer to 15M at most. They are reusing the Source engine and there isn't a hell of a lot of content (voice acting, levels, graphics) in the game.


It's possible. But it's a fairly big project and a new IP.

But then I'm using a new formula for estimating dev costs, by using $125-150K per man-year instead of $100K which I always thought was too low. (L4D 2 years x 75 guys x $150k=$22.5 mill)

75 guys didn't work solely on that game for the whole two years. $100k per year was given by developers working in the industry its a pretty good rule of the thumb really, if you took that and redid your calculations it would come in at exactly $15M as an estimate.

@SaviourX advertising is based on cost/benefit not how much a game cost to make. If a game sucks and cost $30M they won't advertise it extensively. A lot of games last gen got more advertisement than development dollars.

 

$100k is too low. If other software business outside of gaming have costs well over $100k per man-year, I dont think the resource heavier gaming development can have less. Gaming development has these extra costs of doing research, traveling more, using expensive high tech equipment other than just the PCs, creating music, photographs, promo material etc.

Salaries alone are $80,000 per man (the gross salary that the employer has to pay, net salary is less). At least here in Sweden.



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Slimebeast said:
Squilliam said:

75 guys didn't work solely on that game for the whole two years. $100k per year was given by developers working in the industry its a pretty good rule of the thumb really, if you took that and redid your calculations it would come in at exactly $15M as an estimate.

@SaviourX advertising is based on cost/benefit not how much a game cost to make. If a game sucks and cost $30M they won't advertise it extensively. A lot of games last gen got more advertisement than development dollars.

 

$100k is too low. If other software business outside of gaming have costs well over $100k per man-year, I dont think the resource heavier gaming development can have less. Gaming development has these extra costs of doing research, traveling more, using expensive high tech equipment other than just the PCs, creating music, photographs, promo material etc.

Salaries alone are $80,000 per man (the gross salary that the employer has to pay, net salary is less). At least here in Sweden.

Swedens taxation structire is different. Your country has far higher taxes overall and this is reflected both in the cost of goods and the cost of labour and overall costs a company must pay. They had familiar tools and the enviroments they created aren't really based upon any particular real world location.



Tease.

Squilliam said:
Slimebeast said:
Squilliam said:

75 guys didn't work solely on that game for the whole two years. $100k per year was given by developers working in the industry its a pretty good rule of the thumb really, if you took that and redid your calculations it would come in at exactly $15M as an estimate.

@SaviourX advertising is based on cost/benefit not how much a game cost to make. If a game sucks and cost $30M they won't advertise it extensively. A lot of games last gen got more advertisement than development dollars.

 

$100k is too low. If other software business outside of gaming have costs well over $100k per man-year, I dont think the resource heavier gaming development can have less. Gaming development has these extra costs of doing research, traveling more, using expensive high tech equipment other than just the PCs, creating music, photographs, promo material etc.

Salaries alone are $80,000 per man (the gross salary that the employer has to pay, net salary is less). At least here in Sweden.

Swedens taxation structire is different. Your country has far higher taxes overall and this is reflected both in the cost of goods and the cost of labour and overall costs a company must pay. They had familiar tools and the enviroments they created aren't really based upon any particular real world location.

Nice try, you pulled a nasty guess here lol.

I happen to know the European numbers for cost of labor, and America too (probably they can even be easily checked from Wikipedia). Sweden is average in EU, believe it or not. In Sweden the cost of labour for the employer is in the €30 per hour ballpark, when speaking of non-factory labor cost (i dont know the proper term).

 



Squilliam said:
Slimebeast said:
Squilliam said:

75 guys didn't work solely on that game for the whole two years. $100k per year was given by developers working in the industry its a pretty good rule of the thumb really, if you took that and redid your calculations it would come in at exactly $15M as an estimate.

@SaviourX advertising is based on cost/benefit not how much a game cost to make. If a game sucks and cost $30M they won't advertise it extensively. A lot of games last gen got more advertisement than development dollars.

 

$100k is too low. If other software business outside of gaming have costs well over $100k per man-year, I dont think the resource heavier gaming development can have less. Gaming development has these extra costs of doing research, traveling more, using expensive high tech equipment other than just the PCs, creating music, photographs, promo material etc.

Salaries alone are $80,000 per man (the gross salary that the employer has to pay, net salary is less). At least here in Sweden.

Swedens taxation structire is different. Your country has far higher taxes overall and this is reflected both in the cost of goods and the cost of labour and overall costs a company must pay. They had familiar tools and the enviroments they created aren't really based upon any particular real world location.

Look at this, I was pretty close huh?

---------

2008 Game Developer Salary Survey Reveals $79,000 Average Income

April 29, 2009
 
Editors at Game Developer magazine, the leading video game industry publication, have released the results of its eighth annual Game Developer Salary Survey, calculating an average American game industry salary in 2008 of $79,000, a 7% increase from 2007’s figure of nearly $74,000.

While the recession is, anecdotally, significantly impacting the amount of jobs available in the U.S., the income of still-employed game industry professionals in 2008 continues to edge up, thanks to increased asking prices for more experienced professionals.

Highlights of specific findings per category for the survey, which is the only major publicly released analysis of salaries in the worldwide video game industry, and is available in further detail in the
newly published April 2009 issue of Game Developer magazine, include:

Programming: programmers are the highest paid talent next to high-end businesspeople, with an average annual salary of $85,024. Experience pays in this role, as those with greater than six years of experience earned 26% more than the average annual salary.

Art & Animation: artists – averaging a $69,532 salary, nonetheless, 28% of art directors reported lower salaries than the previous year. But these more experienced, higher status artists also tend to earn at least 35% more than those with less experience and lower title.

Game Design: averaging $67,379, design positions sprouted an average $3,730 over last year. As with many roles, region makes a difference, given that West Coast designers make on average $8,283 or 12% more than the rest of the game designers in the country.

Production: of all the game development disciplines, production – with a salary average overall of $82,905 – is the most welcoming to women, with 21% of the workforce made up of females – more than twice the industry average. The discipline as a whole saw a strong $4,189 bump from last year.

Quality Assurance: testers with less than three years experience make up the largest percentage of this segment – 46%. Quality assurance is the lowest paid of the game development disciplines, averaging $39,571 – almost flat to 2007 – and the majority of Q/A people – 87% - are lesser experienced. The number of female Q/A testers jumped from 6% in 2007 to 14% in 2008.

Audio: sound designers as a group earned 6% more than they did in 2007, up $4,758 on average over last year to $78,167. 74% of audio developers reported that their salaries increased over 2007. Interestingly, 48% of those in the game audio industry have been working there for 6 years or more – more than the 40% for game design, and equal to the 48% for production.

Business & Marketing: the business field as a whole remains the highest compensated group in game development - with an average salary of $102,143 - and also receives the highest amount of additional compensation. However, salaries vary significantly between individual job titles in this section, with experienced VPs and executive managers making the most of any individual section in the entire survey – at $131,085 on average and reporting at least 6 years experience.

An extended version of the “Game Developer Salary Survey” includes much more detailed U.S. regional and growth data for year-over-year results from 2004, 2005, 2006, 2007, and 2008, plus international information from Canada and Europe. It will be of particular interest to business and HR professionals in the game industry, and
is now available for purchase via the Game Developer Research division.


http://www.gamasutra.com/php-bin/news_index.php?story=23264



Uncharted 1 & 2 both had a $20 Million budget
http://www.eurogamer.net/articles/uncharted-sequel-costing-usd-20-million
http://www.vg247.com/2009/02/04/uncharted-2-has-budget-of-20-million-says-wells/



Manos said:
Now how did I guess that this thread was made by a wii owner.

The real question is "how did I guess that your post would be pointless before reading it"?

The world may never know.