# How much it will cost to dev a game...

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So, I have a contact that was the lead for the first Medal of Honor with Steven Spielberg (Tom Kudirka of 2015.com), and I told him I was interested in deving a Quake Live knock-off (with much improvement), which is a competition FPS arena shooter.

Anyway, he remarks that he would love to go into dev with me on this project, as long as I had the several million it would cost for production, sighting that the AAA games cost $10s of millions to produce. Ok... I have the market influence and penetration for audience support of this game, I have the business, marketing and management experience to run a dev company (have held top exec roles in dif companies, and am a CEO of a Charity today), and I have pro-gamers (and a little bother who is pro) as friends who would fully support our release..and I can raise money for funding...but I am not interested in funding or building the next AAA release. I just want to build a better Quake Live, as Bethesda (the company who acquired id software) is totally neglecting supporting the game and is losing its player base. I know we can do it better... So here I am looking to build a team, and honestly looking at what kind of budget I would need to do it - and on a budget, as an indie dev start-up? I'd like to dev on the unreal engine, and it's just gotten insanely cheap to licence btw. I'd want this to mimic QL in the sense that it would be a competition first person arena shooter, based on performance before eye-candy (but that's important too). I have some ideas that would really set this apart, but I also know what is needed to attract the hard-core crowd and keep them. So yes, multiple points here, but with that... Can anyone give me a ballpark idea of what kind of budget it would take to do something like this, from front to back? Thank you, DC Edited by DC_ #### Share this post ##### Link to post ##### Share on other sites Advertisement From various sources, about 4 years in development (announced 2007, first released 2010), and I'm guessing about 100 main people although I cannot find the credits list. They possibly used less because they had the existing engine and they had the experts who wrote the engine. 4 years * 12 months/year *$10000 developer cost/month * 100 developer  = roughly $48M cost for development. Plus likely another$40M in advertising, and another $30M in hardware and infrastructure. So to fund your initial launch:$120M.

After that, probably only $5M/year to maintain the infrastructure, and another$40M/year for all the continuous additions to keep the game fresh.

Edited by frob
Add units to the math so it makes more sense to beginners

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It ain't easy being cheesy...yeah, so I guess I am way off in my calculations. So everything I am hearing, reading and seeing in putting together a competitive online FPS is no small feat. As per my research, a lot of the AAA games were a lot less in way of cost to deploy and market (where marketing is a huge part of the cost) from what you state above frob. I do feel these cost estimates may be a bit exaggerated, and can be curbed quite a bit as per what Tom from 2015 is telling me. Is there really no way to do something like this on a smaller budget???

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Sure you can have a smaller budget. That means you make a smaller game.  Development costs are simple enough to estimate.

Time to develop * number of developers * cost per developer yields development cost.

The cost per developer in the US is about $10,000 per month. That is not the person's salary, it is the approximate cost to the employer for the individual's needs, including salary, business insurance, taxes, support staff, and more. The two variables you can play with are time to develop and number of developers. Two months and a team of five? That's$100K for development.

Six months and a team of ten? That's $6M$600K for development. (edit: never trust brain for quick math)

Be sure you include enough time for iteration, testing and debugging.

Once you have done that, you also need to advertise the game. Frequently the ad budget is similar to the total development budget.

There are all the non-development costs. You want servers around the world? You want lots of bandwidth? You want people to reboot the servers when they go down? You want to handle support calls? You want to accept and process billing? You want to have an active user community? None of those are free, and all must be in place before launch. Those are usually similar in magnitude to the development cost.

So:

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