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Average Budget For Major, Multi-Platform Games Is $18-28 Million

An anonymous reader passes along this excerpt from Develop: "The average development budget for a multiplatform next-gen game is $18-$28 million, according to new data. A study by entertainment analyst group M2 Research also puts development costs for single-platform projects at an average of $10 million. The figures themselves may not be too surprising, with high-profile games often breaking the $40 million barrier. Polyphony's Gran Turismo 5 budget is said to be hovering around the $60 million mark, while Modern Warfare 2's budget was said to be as high as $50 million."

6 of 157 comments (clear)

  1. Re:Half the cost for another platform? by laird · · Score: 5, Informative

    Exactly. Getting something to run on an Xbox 360, a PS3 and a Wii is very hard because they are very different platforms. So while there are frameworks and tools that help get the code running on all platforms, so the differences between the hardware is less of a hassle than it used to be, it's a lot of work making the game run *well* on all platforms. For example, you can't use the same 3d models or textures on a Wii and a PS3 or Xbox 360, so you need to redo them (unless you want the PS3 and Xbox 360 to look like a Wii). And, of course, each company has its own approval process, with its own UI standards, etc., as well as unique hardware to be taken into account (e.g. Wiimote). What this means is that while you can reuse the core logic, level design, etc., there's still tons of work to do for each additional platform.

  2. Re:Shouldn't be surprising by slim · · Score: 3, Informative

    New companies make smaller games. Bear in mind these figures are for "major" games.

    World of Goo was made by two self-employed men in under a year.

  3. Re:Marketing Budgets can dwarf Dev Costs by Anonymous Coward · · Score: 5, Informative

    "GTAIV would of had similar if not more, being a multi platform title."

    God dammit! It's "would HAVE had"!

  4. Re:Shouldn't be surprising by Anonymous Coward · · Score: 2, Informative

    ...many film schools have SAG Student Film Agreements with the Guild to allow SAG actors to work in their projects. SAGIndie was formed in 1997 to promote independent filmmaking using SAG actors; SAG also has Low Budget Contracts that are meant to encourage the use of SAG members on films produced outside of the major studios and to prevent film productions from leaving the country

    Stop quote mining.

  5. Re:Shouldn't be surprising by slim · · Score: 2, Informative

    But all you want isn't just a voice, what you want is someone who can take someone else's movements and do a voice so well that even without a human body, you can still pick up on things like, emotions, fears, desires, interest, etc.

    Just a nitpick: typically the voices are recorded first, and the animator matches the actions to the voice.

    In movies, they're increasingly doing mo-cap and voice recording at the same time (e.g. Andy Serkis acting Gollum or Kong). Game cut scenes would be improved by using decent actors and adopting this technique.