[game_edu] Allocation of effort in game creation

Lewis Pulsipher lewpuls at gmail.com
Fri Feb 6 11:15:38 EST 2009


Mark,

I agree that relative allocations of "effort" are informative. But do you
mean percentage effort in monetary cost, or effort in man-hours (QA is much
cheaper per man-hour than programming...).

Following was in Gameinformer (sorry, I don't have the reference to the
specific issue, a couple years ago):

Rainbow Six Vegas. Budget breakdown:
30% - Programming
20% - Art
15% - Design
10% - Marketing
8% - Testing
7% - Sound
7% - Animation
2% - Management
1% - Other

11 months concepting, 8 months preproduction, 10 months production, 3 months
submission & release.

As this was a port to a console, IIRC, and was also part of an existing
series, the numbers are not typical of a brand new IP and original
production.

Lew Pulsipher
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