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OhTeeDubb

Cost of Making a Card Game

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Recently made one. Was on the cheap side (with a scope that goes along with).

Given I did not pay myself a salary on this particular project (or at least, not one up to industry norms) it would likely be best to speak 'hours' and not '$'. Took me 320 hours for that personal project.

 

That being said, I actually worked on Yu-Gi-Oh BAM! a while back, and though I can't speak about the specifics, that game was of a much larger scope (you can still see some of it on youtube or through the waybackmachine now that the game has finally been put to rest).

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Recently made one. Was on the cheap side (with a scope that goes along with).

Given I did not pay myself a salary on this particular project (or at least, not one up to industry norms) it would likely be best to speak 'hours' and not '$'. Took me 320 hours for that personal project.

 

That being said, I actually worked on Yu-Gi-Oh BAM! a while back, and though I can't speak about the specifics, that game was of a much larger scope (you can still see some of it on youtube or through the waybackmachine now that the game has finally been put to rest).

320h at 11usd is a very doable price! that's the price range that is appealing to me haha. Also, I just wanted to know the round about cost of just having it coded. I would just use placeholder graphics until I could pay an artist to do that portion.

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320h at 11usd is a very doable price! that's the price range that is appealing to me
haha.


Sure. $11 is appealing for anybody to pay haha. Try US$100 as a more likely hourly
rate (for someone at Orymus' skill level). But you were talking about making a Gwent
or a Yu-Gi-Oh or Hearthstone. And while Orymus made his small-scale card game in 2
months, you can't count on that short a timeframe for your Gwent or Yu-Gi-Oh or
Hearthstone. Figure it'll take more like 6 months (at least), and you'll need more
than one person. Haha.
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Hmm, on a realistic level im not sure that any industry worker for like Game development or any software engineering would take like $11 an hour? May be wrong but over here in the UK like basic junior salary is like $14 - $16 ish per hour where I live, might go as low as $11 elsewhere in the country, but either way.. that kinda wage is absolutely entry coder.

And as Sloper mentioned, the 2 months quoted by Orymus was for creating a more simplistic game, and was a programmer well above entry level, who has as mentioned also been involved previously in that style of development.

So as an overall goal, I would push that $11 up to at least what.. $40 - $50 (going up a lot more depending on the skill level) an hour to get a decent level of coder fairly cheaply, and increase the 320 hours by... well depends just how complex of a game you are looking at 

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Hmm, on a realistic level im not sure that any industry worker for like Game development or any software engineering would take like $11 an hour? May be wrong but over here in the UK like basic junior salary is like $14 - $16 ish per hour where I live, might go as low as $11 elsewhere in the country, but either way.. that kinda wage is absolutely entry coder.

And as Sloper mentioned, the 2 months quoted by Orymus was for creating a more simplistic game, and was a programmer well above entry level, who has as mentioned also been involved previously in that style of development.

So as an overall goal, I would push that $11 up to at least what.. $40 - $50 (going up a lot more depending on the skill level) an hour to get a decent level of coder fairly cheaply, and increase the 320 hours by... well depends just how complex of a game you are looking at 

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I was hoping to create a point of reference, but I feel that, in the process, I've inherently misguided you about the scope of your project.

More 'involved' TCG projects I've been involved with had basically 2-3 full time developers over the span of a year, so closer to 6240 hours (dev only) and though I can't quite reveal exact numbers, it would be realistic to think that the average programmer that can pull this off wouldn't charge south of 40 as an employee, or 80 as a freelancer.

So 200 - 500k for programming alone might be a realistic figure.

That's assuming you'd do the art, project management, game and content design, QA, marketing, community management, publishing, audio, etc. all on your own, which is a lot of hats to wear (art alone would likely need 2-3 guys with one person focusing exclusively on UI/Interfaces).

The most critical part of headline titles such as Hearthstone is that they're very iterative in nature. They don't have a set plan, they experiment, see what works, redo and remake the game over and over until it's good enough for publication. So 'AAA'-level CCGs end up costing a lot, because there's also a lot of content to make.

 

While I don't think it would be realistic to aim for that level of product, it is feasible (but nowhere near easy) to make a CCG game in 2 months, but as with my case, the design needs to be fixed, and of a small scope. I have an established paper prototype to work from, which helped immensely with work planning and avoiding iterative work.

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