Do we have a link to this? Mentioning cost forecasts as cost of the game doesnt make much sense to me unless these guys wanted to show something for very specific financial purposes.
Back in May, Activision Chief Executive Officer Bobby Kotick revealed that the publisher will invest $500 million in Bungie’s upcoming shooter, Destiny. Since then, that figure has been associated with the development and marketing budget of the game, but Bungie recently said it isn’t accurate.
Responding to a question from a fan, Bungie’s Eric Osborne repeated the developer’s Chief Operating Officer Pete Parsons’ explanation: “For marketing you'd have to ask Activision people, but for development costs, not anything close to $500 million,” Parsons told GameIndustry International in an interview. “I think that speaks a lot more to the long-term investment that we're making in the future of the product.”
“We’re pouring everything it takes into Destiny to ensure it meets our fans' expectations, and our own,” Osborne added. “Activision is, too. But the budget for Destiny, including associated marketing costs and pizza Wednesdays, is nowhere near 500 million dollars.”
A company spokesperson said on Monday the number was accurate but also included marketing, packaging, infrastructure support, royalties and other costs.
The company signed a 10-year contract with Bungie in 2010 that gives it worldwide distribution rights and significant control over the potential franchise’s development.
“If you’re making a $500 million bet you can’t take that chance with someone else’s IP,” Activision CEO told the Milken conference. “The stakes for us are getting bigger.”
“Over the long term, we expect the ultimate product costs to be roughly in line with other Triple-A titles.”
$13 million for 20 people. And they've broken even, not made a massive profit to please investors (although they will profit in long term). At the same scale, 50 people, a small team, would cost over $30 million. Increase size and scope...I hope people can see that games are expensive to make!In three months the game has sold more than half-a-million copies and broken even and moved into profit, far quicker than Ninja Theory had originally hoped (the prediction was six months).
In that time, this £25 downloadable PC and PS4 game - which our Hellblade review deemed Essential by the way - raked in more than $13m. Not bad for a game which took 20 people three years to make - and that's precisely the point.
On the subject of games costing more to make, here's Ninja Theory:
$13 million for 20 people. And they've broken even, not made a massive profit to please investors (although they will profit in long term). At the same scale, 50 people, a small team, would cost over $30 million. Increase size and scope...I hope people can see that games are expensive to make!
Developers get paid more, the remaining content builders get paid less.500k copies, 13 mill profit ???
That is about 26 dollars per copy profit!! This seems quite the high ratio for a game that cost 25 pounds.
This article suggests that they spend 13mill in 3 years with 20 people.
That is way more than I expected and I am curious what is included in this number?
Assume a salary of 100k per year per person in average, that would give 6 million on salary in the 3 years.
What is the rest, 7mill, used for? Rent for building, equipment, xxx ?
Or do game devs casually get 200k per year [emoji33]
Developers get paid more, the remaining content builders get paid less.
Loaded rate for these folks are in the 200K range when you include food, rent for building, equipment, licensing, benefits if any, actors if used for motion captures, middleware fees, marketing.
500k copies, 13 mill profit ???
That is about 26 dollars per copy profit!! This seems quite the high ratio for a game that cost 25 pounds.
Yes. "We weren't expecting to break even for nine months, and yet we cleared it in three." After three months they've made $13 million.It is unclear imo, if the 13mill is break even budget from this vid.
So I am not 100% sure if the 13mill are the break even costs?
The spend it all on fancy chairs for the developers to sit in.
That takes me back to before the dotcom collapse when all the startups were spending $3K on Herman Miller Aeron Chairs for everyone, including having 4 conference rooms with 25 chairs a piece, so there was at least 100 just sitting there going unused for 90% of the time. Nice waste of $300K for no usage.
I just googled average game dev salary to be 84k per year, where the average in management is 101k, programmers 95k and QA people 55k.
Watch the dev diaries...the costs you mention are standard AAA dev costs, they tried to reduce. No actors, game devs themselves played the roles. Marketing with the money the estimated from pre-order numbers. They designed and constructed their own equipment if possible to safe money (capture devise), etc etc.
Here is the last game dev diary from NT, extremely cool to watch. Congrats again to NT!
It is unclear imo, if the 13mill is break even budget from this vid.
In the vid they stated that they break even way earlier than expected, and that now (time of video release) the made 13mill revenue and are getting profit.
So I am not 100% sure if the 13mill are the break even costs?
What is extra crazy is how much cubical furniture costs. It is vastly more outrageous than the Aeron chairs, by several orders of magnitude.
The spend it all on fancy chairs for the developers to sit in.
I just googled average game dev salary to be 84k per year, where the average in management is 101k, programmers 95k and QA people 55k.
3000 cooks for one enormous, bland broth.