How much the game of your desire would cost to make?

Ceadmon

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May 28, 2020
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Guess I'll start ...

My game would be similar to Pokemon in that you capture women, but instead of capturing them, you make him fall in love with you and convince them to move into your house so you can take them on a time machine back to your time.

The game would be set in the present, and your aunt, a researcher, would send you back in time to find and bring back 10 of the most beautiful women in Pompeii, alive and well, so she could conduct some Ancient Beauty tests.

She'd send you 59 days before the volcano eruption that destroyed Pompeii, and you'd have that much time to get 10 out of 20 women into your house.

For me, I'd start by hiring some grammer's to design my own 3D adult engine that supports visual novel style stuff while still having 3D game elements; one good developer could probably make the engine in a year, so I'm going to say $140,000.

Of course, a game engine without content would be useless, so I would hire some of my favorite 3D modeling artists to create the characters I have in mind. I would have a game ready model as well as a porn 3d model for renders, and the game model would be used inside the engine with some limitations and all.
I estimate the modeling of one of my characters to be about $1,500, but let's just say $3,000 in case I wanted some more clothing in total with the added in-game models which are model differently from the 3D animation model show about the cost of $4,500 for one character my screenplay has about four main characters and 20 background Mission and Side characters So estimation cost would be about $4,500 per one and $50,000 overall cost.

Then I'd hire some voice actresses, just your average fiber voice actresses. But for this game, I want to go above and beyond, so I'd hire one of those old Lara Croft voice actresses for the side character. 20 voice actresses and actors could be brought in from Fiverr and everything. As a result, the estimated cost would be around $75,000

No, a game wouldn't be a game without movement, so instead of outsourcing the motion capture to Anglo Germanic Studios, I'd buy one of those motion capture suits with about 64 motion sensing cameras for around $230,000, and of course, I'd hire some actresses and actors for the role for around $200,000 for the motion capture acting.
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Of course, just to compile the game I have in mind, I'd need a lot of scriptures, 3D modelers, world-builders, and level editors, so that's another half-million if I outsource most of the jobs online.

Estimate cost $ 1,300,00.
 
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Obscure

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Your not counting the wasted work that is generated by large teams like that.

Nevermind justifying why you want a 3D engine to shout pick up lines at random Indian girls.
 

Ceadmon

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May 28, 2020
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Your not counting the wasted work that is generated by large teams like that.

Nevermind justifying why you want a 3D engine to shout pick up lines at random Indian girls.
Roman's are Mediterraneans not indo European.
And a 3d game engine made specifically for porn would make millions if worked off of royalties alone! An engine like this would be more character concentrated unlike most game engines that treat model, prop, tree the same.

And yes a lot of wasted work but at least the income of this would be also large.
 

Ceadmon

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May 28, 2020
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"a 3d game engine made specifically for porn" :WaitWhat:
Yes a game engine that puts more resources into characters bodys and breast physics and animations, more realistic skin, shadows and better POV camera. Most game engines handle characters like shit but the background is handled amazingly so I want the opposite.
 

Winterfire

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Yes a game engine that puts more resources into characters bodys and breast physics and animations, more realistic skin, shadows and better POV camera. Most game engines handle characters like shit but the background is handled amazingly so I want the opposite.
That's not how game engines work tho.
More resources into character bodies = Up to the 3D modeller.
Physics, animations, camera and shadows are something that any 3D engine can do.
More realistic skin = There are many skin related shaders.
 

Ceadmon

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May 28, 2020
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That's not how game engines work tho.
More resources into character bodies = Up to the 3D modeller.
Physics, animations, camera and shadows are something that any 3D engine can do.
More realistic skin = There are many skin related shaders.
Have you had a high poly mesh that you tried to deform in any game engine? I did. Background or not that shit was slow.
Breast physics are bad in both free engines, let alone if I wanted to add collision.
The way most of game engines handle skin textures is bad and unusable in porn, heck if it's not blatant cartoon it would look like you know.
Btw, game engines turn quads into triangles so good luck having a vagina opening without it looking like a glass broken in a valley.
 

Winterfire

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Have you had a high poly mesh that you tried to deform in any game engine? I did. Background or not that shit was slow.
Breast physics are bad in both free engines, let alone if I wanted to add collision.
The way most of game engines handle skin textures is bad and unusable in porn, heck if it's not blatant cartoon it would look like you know.
Btw, game engines turn quads into triangles so good luck having a vagina opening without it looking like a glass broken in a valley.
Animating a ~60k poly character, or even more than one, is something that can and has been done. I do not get how that would be slow?

As for breast physics:

Again, skin has more to do with shaders... There are skin-specific shaders, such as:
The only thing relative to the engine which also improves the skin itself is lighting (and how you use said lighting):
I would say lighting is even more important as no matter how good a skin shader is, if your lighting sucks, so will the skin (along with the rest of the scene).

Two triangles are a quad or two triangles, that is the whole point.
Unity has the option to keep quads, but I never used it nor I see the point in doing so.
It looked like that because the vagina was low poly... Subdivide it to get more vertices and the deformation will look smoother.
 

rk-47

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Jun 27, 2020
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Hm i suppose it would depends but id want the renders to be fairly top quality which would definitely cost a fair amount, then theres buying all the daz/blender assets and the trouble of mix and matching them too
then the programming and scenery so likely around 10k which is more on the cheap side
 

Carrera

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Jun 25, 2017
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12 years ago I did some fairly intensive research into putting together a professional AAA mainstream game dev studio.

I've got a game ready to go, rules, world, races, everything is just sitting there on paper to make an epic sci-fi MMO and I've researched it backwards and forwards, read the lore, played the dice version and the game is fun.

But the reason I haven't done it is, focus groups and research suggest that the general fanbase for an MMO of that caliber people just aren't ready for, and never will be.

Basically, the days of games requiring common sense are past. Cater to morons, or fail to be quite blunt.

Anyway, long winded way of saying $67,000,000 was a very thoroughly researched cost estimate of producing a AAA MMO based on the game design we had as of 12 years ago. This was start to finish. < bolded that cause someone WILL make a stupid comment about how it couldn't cost that much not taking into account that cost would be over an estimated 5 years of dev time, design of a custom engine to run the game, design of custom server soft to run the game etc etc etc etc etc etc etc and a new blowup doll for the dumbass who is going to make the comment.
 
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Jofur

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May 22, 2018
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My dream game would be something like Artificial Academy 2 but on a much grander scale, and it's pretty doable even for a small team of skilled hobbyists. Especially if you have good mod tools and there's a lot of player created content.
 

Obscure

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So... Final Fantasy 6 was made by 35 people in about a year.
1400 x 12 x 35 is 588k. Or there abouts. A ballpark estimate of half a million dollars.
Near as I can tell everyone in porno games is working with 1/25th of the man power and capital.
 

woody554

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Jan 20, 2018
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your perfect engine already exists, it's called unity and it's free. ish. you can start today. youtube is filled with tutorials, you can basically copy everything you need straight from them. none of what you describe sounds terribly hard, more like very simple tutorial material.

your modelling costs sound awfully low, but if you're fine with crap it's fine. somehow though I feel in your head you're seeing something amazing. something better than daz, because if not why even go there. this is the part in your plan that needs artists, and not just any artists but the top of the top. and it's not gonna be cheap unless you can already do it yourself.

a lot (everything) in your game depends on the scale of your game though. I can see a simple version of your game that someone (else than you) could make in a month. but also if your scale is vast, like what carrera showed, you're talking about 10 years and 50+ people team type of situations and 50+ million budgets. that was a very accurate depiction of how these things are usually done.
 

Carrera

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Jun 25, 2017
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So... Final Fantasy 6 was made by 35 people in about a year.
1400 x 12 x 35 is 588k. Or there abouts. A ballpark estimate of half a million dollars.
Near as I can tell everyone in porno games is working with 1/25th of the man power and capital.
FF6 was released in 1994, I didn't bother to look up your cost of half a mill, but counting for inflation it comes out to be a little under a million now, which wouldn't actually work taking into account costs of living, rent inflation etc. Most inflation calculators don't take into account those types of numbers they just account for the loss in value of any given currency, usually the dollar unless you're looking up specifics.

AND it wasn't uncommon for less than 50 (a really quick google-fu search shows many games were developed with 30 or less) people to be actively on a dev team back then for SNES and eventual multi platform ports. There were actually 38 people listed on the credits for the game, but I'm sure several of those were translators.
 

Obscure

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FF6 was released in 1994, I didn't bother to look up your cost of half a mill, but counting for inflation it comes out to be a little under a million now, which wouldn't actually work taking into account costs of living, rent inflation etc. Most inflation calculators don't take into account those types of numbers they just account for the loss in value of any given currency, usually the dollar unless you're looking up specifics.

AND it wasn't uncommon for less than 50 (a really quick google-fu search shows many games were developed with 30 or less) people to be actively on a dev team back then for SNES and eventual multi platform ports. There were actually 38 people listed on the credits for the game, but I'm sure several of those were translators.
1,400 (A shit wage in modern money that I picked) x 12 months (production time was actually less) x 35 people (who made the first release of the game, the other three being 1 Translator and 2 Remake Planners) is 588,000.

What is more there is 8 pixel artists working on tiles. 3/4 of them probably finished and packed up 3-6 months before the completion of the game.

There is things in the old game you wouldn't do in modern version. Mostly about linearity and sequence.

But new software is easier to work with and the skill ceiling is lower.

I'm trying to suggest the staggering depth of work that we can't afford to put into porn games.