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man-hrs for code vs graphics vs sound vs level development


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#1 Norman Barrows   Crossbones+   -  Reputation: 1966

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Posted 30 August 2013 - 07:28 PM

for a typical title you work on, what's the breakdown for man hours for code vs sound vs graphics vs level/mission creation?

 

these are the numbers i get:

 

graphics: 25% - 50%

audio: 5% - 10% (more if you have a lot of voice acting)

levels/misisoins/other content: 0% - 5% - 10%

code: everything else


Edited by Norman Barrows, 30 August 2013 - 07:30 PM.

Norm Barrows

Rockland Software Productions

"Building PC games since 1988"

 

rocklandsoftware.net

 


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#2 Hodgman   Moderators   -  Reputation: 28500

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Posted 31 August 2013 - 11:13 PM

The last few big games companies I was at had staff levels of (guessing from memory):

Sports: 10 code, 10 art/anim, 2 UI, 2 design, 1 audio.

Adventure: 12 code, 12 art/anim, 3 UI, 2 design, 3 level design, 1 audio, 3 concept art.

#3 BlackMoons   Members   -  Reputation: 420

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Posted 04 September 2013 - 11:19 PM

Don't forget PR and advertising. Getting your game noticed can be a lot of work in and of itself.


Lead Coder/Game Designer for Brutal Nature: http://BrutalNature.com


#4 Norman Barrows   Crossbones+   -  Reputation: 1966

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Posted 07 September 2013 - 08:34 PM


Don't forget PR and advertising. Getting your game noticed can be a lot of work in and of itself

 

tell me about it.   for me it probably adds an additional 25% labor cost once the game is done.


Norm Barrows

Rockland Software Productions

"Building PC games since 1988"

 

rocklandsoftware.net

 


#5 fir   Members   -  Reputation: -448

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Posted 08 September 2013 - 02:29 AM

The last few big games companies I was at had staff levels of (guessing from memory):

Sports: 10 code, 10 art/anim, 2 UI, 2 design, 1 audio.

Adventure: 12 code, 12 art/anim, 3 UI, 2 design, 3 level design, 1 audio, 3 concept art.

 

So it would be about half work time is programing and half work is content?



#6 Hodgman   Moderators   -  Reputation: 28500

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Posted 08 September 2013 - 04:42 AM

 

The last few big games companies I was at had staff levels of (guessing from memory):

Sports: 10 code, 10 art/anim, 2 UI, 2 design, 1 audio.

Adventure: 12 code, 12 art/anim, 3 UI, 2 design, 3 level design, 1 audio, 3 concept art.

 

So it would be about half work time is programing and half work is content?

 

Yeah, I'd say that's a decent rule of thumb in many cases... though this would depend on the type of game, and the tech used.

 

In minecraft, the player is the main content creator, and the initial content is largely generated by code wink.png

 

Games with bigger, but repetitive content need less code and more content -- e.g. Skyrim dungeons or COD missions require some initial tech to be coded, but then an endless amount lot of content can be created that uses that same tech over and over. So I'd say they'd need more content creators than coders on average.

 

In a sports game, there is a lot of rules, AI, character/animation systems to be coded, but the content is repetetive -- the same body parts, the same animations can be re-used, and only a handful of "levels" (stadiums) need to be created, which are all essentially the same. So I'd say that they'd require slightly more coders than content creators.



#7 Orymus3   Crossbones+   -  Reputation: 6935

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Posted 08 September 2013 - 07:43 PM

Depends on the scope.

On a recent project, the structure was this:

4 programmers, 2 art/anim, 1 UI, 1 design.

Another:

1 programmer, 8 art/anim, 1 UI, 1 design.

 

Inferring from these 'small numbers' could be quite misleading.






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