Amateur Video Game Development - Cost Questions

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5 comments, last by Christopher Morris 9 years, 10 months ago

I was wondering if anyone here could clarify some very broad and generic questions about designing and producing a video game.

I have played too many video games to count and was wondering at the feasibility of creating a video game without any real background in coding/programming. I am a recent college graduate and I have access to funds through connections and family. I have a strong background in finance and accounting whereas the other individual involved in the design is currently an iOS game programmer.

What sort of cost am I looking to create this game for PC? Obviously I am looking for a rough estimate or range, anything to help me gauge scale of fundraising and investments. To clarify this cost would be for everything. Art, sound, programming, etc…

Some background on the game to give you a better idea of cost estimation:

  • Simulation game with aspects of city building / resource management / and interactive story telling through events and decisions.
  • The only screen that you see moving units and models will be the screen viewing your “settlement”. The rest is going to be 2d maps / menus / interface.
  • Not trying to stun anyone with realistic graphics, going to be a dark and scary simple graphic style. (Not opposed to pixilated etc and other simplistic but appealing types of visualization.)
  • Small unit size and building detail.
  • Zoomed out camera to manage your settlement in a classic city builder type point of view.
  • No multiplayer, single player campaign, once beaten endless survival mode.
  • Units are never directed movement-wise, they do their own thing after you assign them a role or job within the city. (Patrolling the walls, farming, etc…)

I am in the stage of working through a game design document and planning out every possible aspect through text, sketches, and mind mapping tools.

In summation: If I plan out every possible aspect of the game in text / GDD / sketches what will my costs be for a PC simulation / building / interactive settlement management game?

P.S. – Some games that gave me inspiration are Banished (PC), King of Dragon Pass (iPad), Rebuild (iOs / flash), Age of Empires, Majesty…

Any help or information provided would be awesome!

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Not to offend, but have you actually attempted to do any of the ground research here? Game budgets have been published for a wide variety of different commercial and indie titles, and there have been a wide array of Kickstarter campaigns for games as well. Have you even looked at the current campaigns? This isn't an idle or minor thing -- you can't go into a business venture without any clue of what's involved. Not just monetary involvement, but the development timeline, management requirements, etc. On top, your lack of any "on the ground" experience in what the day-to-day in development looks like is a major liability.


In summation: If I plan out every possible aspect of the game in text / GDD / sketches what will my costs be for a PC simulation / building / interactive settlement management game?

Exactly the same as if you've planned nothing at all. On-paper game designs have no value. Ultimately, the cost on this type of project is going to depend on how many people you intend to pay, for how many work hours, for how many months. I don't know, but will assume that you don't intend to provide any material support (computing hardware etc) to your workers. Assuming you use existing tech or mod an existing game in order to minimize the technical development, the ultimate timeline will be based on how long it takes to get the game mechanics right. That doesn't have to take more than 4-6 months, if you don't actually want to see any of your money back. With the right programmer and artists motivated properly (team of 3-5 in total?), I think the whole thing could be put together inside a year. Back of the envelope, that puts cost somewhere in the $300K range assuming no major mishaps, maybe even less if you really go skeletal. Of course you have little or no basis on which to judge whether things are actually going well schedule and budget wise, so you pretty much have to hope your team are doing the right thing.

None of that is looking at the revenue side, of course. If you'd like to handle this in a way that will bring back more than a few thousand dollars, then the best advice is probably to just not start...

SlimDX | Ventspace Blog | Twitter | Diverse teams make better games. I am currently hiring capable C++ engine developers in Baltimore, MD.

Promit,

I greatly appreciate your timely response. And don't worry I am by no means offended that you brought the stern sword of the internet to my topic! This idea / project has literally just been started. And as a proactive person I have typed this up to get some more personalized information about costs that will accumulate as I work on my own.

So while I continue to read and read and read and read, I figured I would have some topics out there gathering information as well. As I clearly stated above this is a rough gauge just so I have some monetary numbers in the back of my head. The second part of your post was exactly what I was looking for. Thanks for providing some input while I continue to brainstorm and see where this idea takes me.

And as to your reiterations and wisdom of researching before starting a business venture I can only say that I am well aware. This is just a minuscule step in an ongoing learning experience of gathering information to further prepare myself before taking any actual concrete steps.

smile.png

P.S. Might have been useful to mention that the other individual involved in development has a background in programming and mobile game development.

jojo, here's an article on how to calculate a budget, for starters: http://sloperama.com/advice/finances.htm

-- Tom Sloper -- sloperama.com

>> was wondering at the feasibility of creating a video game without any real background in coding/programming.

pretty much zero. sooner or later, someone on the team will need to do some coding, or learn to use a game engine, or something like that.

>> What sort of cost am I looking to create this game for PC?

At a minimum:

1.the team will need living expenses.

2. you'll need PCs.

3. you'll need electricity to run the PCs.

4. you'll need internet access.

suitable tools are freely available online. but team members will need to download and learn the tools and use them to do it all yourself in-house.

There will also be marketing related expenses as the project moves forward.

The more you farm out, the more it will cost.

>> Some background on the game

your choices are remarkably reasonable for what you're attempting. usually a first time attempt tries to bite off more than it can chew.

>> If I plan out every possible aspect of the game in text / GDD / sketches what will my costs be for a PC simulation / building / interactive settlement managementarrow-10x10.png game?

as stated in a previous reply, good planning will only minimize, not reduce costs - whereas bad planning or lack thereof can tend to increase costs due to false starts, additional R&D costs, etc.

>> the other individual involved in the design is currently an iOS game programmer.

have they ever done something on the scale of age of empires for the PC before?

Two questions you didn't ask which need to be asked:

1. market research. whats the competition? can you beat them? if not, find some different type of title you can be more competitive at. You should do this BEFORE anything else, even a design doc. If it won't sell, there's no point in pursuing it as a "for profit" venture.

2. labor estimate. as an "indie" with many years of experience, i'd estimate this project at about 4000 man-hours to start, if done in-house, once you know exactly what to do, AND how to do it.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

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http://rocklandsoftware.net/beta.php

Do you intend to hire a crew? If so, how many people?

Also, would the crew be hired (permanent) or freelancing? Would they work in-house? Do you have a place for that?

I could come up with a ballpark quote for the project itself, but it wouldn't include the rent you need to run this (with electricity bills, etc.)

I am also trying to do this - but am not working with games just yet. I'm trying to create a 3D prototype for a sales pitch, more or less.

When I was focused on games, there were many hurdles I was trying to get over. I am also a guy with a vision, pretty much the same as you, except without the education. I am currently seeking one however so I can make games in the future. I ended up deciding against what I want to do because I don't know how to run a business. That is what you are doing, essentially. So instead of planning a full-on game, I had another idea that is somewhat in the same realm making games; more focused on the 3D design and nothing else.

I will tell you what my plans are, and maybe you can figure things out, and get a clearer picture of what needs to be done:

  • I am currently searching for a partner(s) that has a business degree and/or has been working and running a business for a while. This will help me establish the business (a software development company of sorts). For the moment, this won't be a paying gig, that is why I am tapping into my resources of friends and family to find someone trustworthy and capable.
  • As I work on the above, I am busy working up the prototype. In this case, it is a very simple, very small 3D rendering of an estate. I can't make this myself, but I can draw up the plans and details so that someone can easily work with them (a 3D artist in this case)
  • Cost of the prototype - once I have this established, I can then begin looking for people to hire.
  • Hire my artist(s), etc.
  • Refine the prototype if needed, and work on sales pitch with my business partner.

It's fairly straight-forward. After some time thinking about all of this, I figured that I had to work on my strengths for this to happen. I am the owner of the business, but my job could also be defined as some sort of management position, perhaps a producer or something. Because I am lacking in the education area, this is all that I can do - but it still helps with the project as I more or less fill one of the jobs required to make it happen.

You will need to start a business though, and run things as such. If you want your game to be taken seriously (when hiring people, finding investors, etc), you need to be professional right out of the gate. If you take a look at all the indie games on Steam, you will notice every single one of them is made by a company. A lot of them you may have never heard of, and may also have very small teams - but that is the professional way.

As far as your design goes, you have to test it before it is even coded. This article is one of your best resources for being a game designer: http://archive.gamedev.net/archive/reference/design/features/evolution/index.html

I hope that helps, and good luck with your project!

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