Thanx frob and Ravyne!
Assassin's Creed had several hundred people work on it. The end game credit
screen rolled on and on and on for over five minutes.
You are not going to do that kind of port in 6 FTE years.
If you had all of the original assets you might be able to do it in somewhere
between the wide range of 30-150 FTE years, but we would need much more
information before coming up with a more accurate estimate.
But maybe iPhone games are not so huge, as their PC and great Console ports / originals?
Unfortunately I am not very familiar with workload estimation metrics, so I am curious why you mentioned
-once 6 FTEyears ( methinks 1 person's full 6 years work, calculating 40 workhours a week)
-then 30-150 FTE years?
(I just cannot see why so great differecne exists without seemingly any reason - at least for me)
Contorversial rumors I heard, saying this "porting" would really requre some divine intervention because of pure platform / hardware differences, and this would rather be a huge project, a conversion.
(Also heard from a non-professional: would probably put 15-25 people on it - 2-4 designers for touchscreen-specific functionality conversion "on-paper", 8-16 programmers to port the game and 3-6 3D Model artists to adjust the models and textures if necessary. Would take some months.)
What further pieces of info would be required?
Source and destination platforms are given, and we could assume the company is using the most modern, efficient authorised Nintendo development tool. (Although I still don't know how much those NDS tools help, if they lessen coding time in C?)
I just need a magnitude estimate of people / time consumed but I think I cannot support any more info unfortunately.
(I used to be a database programmer and thus being non-familiar with game / phone / console platforms and tools)
Many thanx for any help!!
(Sorry for my insisting upon this topic, but "solving / estimating" this issue would be a real life saver for me.)