- Sep 12, 2020
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Given how much resentment I see around here for paying for things and how much enthusiasm I see around here for people getting into game development, I thought I would talk a bit about what the price and costs of a video game are.
To start off, solo development projects are generally non-viable. A single person can start or launch a game development project, but they generally can not carry it to completion or even very far into the game development project. I am aware of "exceptions" like ConcernedApe and Stardew Valley or Andrew Hussie and Homestuck, but it is important to understand they are very much the exception.
As I outline elsewhere, a single game designer and developer running an entire project themselves needs around 3800$/month if they live in the US for the project to have a chance. They would generally be better off getting a job in a professional studio if they can at that level of income. If a solo dev's patreon for their single project is 3800$/month then they can live on that income and have enough to slowly advance the development of the project over several years to a decade of time. As a supporter or investor of the project expect the project to cost a minimum of 50,000$/year; 100,000$/year is far more reasonable.
Paired game development projects are far more stable but still quite violate. I think most people here are familiar with this pattern. A programmer and an Artist get together and start to make something. It grows at a nice pace and everything seems good. Then usually something happens. One of the two screws the other over and the whole project collapses or someone gets sick and suddenly the other can't compensate because they had different skill sets. There's no redundancy built into the duo game development team. They are most viable for very short lived and very simple game designs like linear visual novels with less than a dozen characters with an intended arch that is less than a standard novel length of around 300 pages. As a supporter or investor of the project expect the project to cost a minimum of 100,000$/year; 200,000$/year is far more reasonable. The money involved means that this is at the very least an implied business partnership; in the jurisdictions where I live this means that there exists multiple and unlimited liability which means that short of some form of incorporation like an LLC your partner can stick you with their Vegas trip bills and flee the country.
Trios can be very stable. There's a lot of reasons you see threes in nature, in media, in tropes, and in team organizations. This is for general practical purposes the minimum for a year long or longer game development project and a practical requirement for most indie-scale game developments. Trios are not self-sufficient though, so their success depends on their ability and willingness to delegate work to outside contractors and consultants; the trio generally is developers not business people though a somewhat common pattern can be {programmer, artist, investor/producer}. As a supporter or investor of the project expect the project to cost a minimum of 150,000$/year; 300,000$/year is far more reasonable.
Most small teams are 5 to 7 people. Around 7 people, the administrative overhead of the team starts to become too much for any one person to manage and it becomes prudent to split off into several small dedicated teams. As a supporter or investor of the project expect the project to cost a minimum of 250,000$/year to 350,000$/year; 500,000$/year to 700,000$/year is far more reasonable. This is what you should expect for most successful projects. This is where everyone involved should be working under explicit incorporation; it is generally bad practice for 7 professionals to be in an explicit or implied business partnership because far too much can go wrong with that.
Above 10 people, we start to get into serious corporate structures. The scales are quite a bit less linear because it is less talking about how much an individual laborer should be getting paid according to national economic standards and fair remuneration; it is more about talking about the operation and liability costs. The projects at these scales tend to be much more ambitious and IP management for everyone is absolutely non-trivial. Everyone should have contracts at this point stipulating in very clear legal terms the conditions of their involvement with the project. This is where game studios are formed, and it is important to note that like any business most game studios are insolvent within five years of starting. Any project started at this scope and scale is going to be a million dollar or more per year project; due to the costs and labor investments for incorporating, this isn't something you do for a linear visual novel that is going to be a one off project and done within a few months. Structures of incorporation at this scale are practical necessities to protect consumers of the goods and services of the business from predatory behaviors of the members of the incorporated structure, to protect the employees and contractors from the liabilities of the predatory behaviors of the owners, managers, and investors of the incorporated structure, and to protect the owners, managers, and investors from each other.
The numbers I choose here are based on how much professionals working in the domain get paid in what are considered standard wages. In the US, the national minimum wage is ostensibly 7.25$/hr. However, many cities have higher minimum wages because the 7.25$/hr rate doesn't pay the bills in pretty much any populated area in the US;
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. This still isn't a fair wage and is not a fair wage for something as complicated and risky as game development;
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.
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.This puts the expected fair income of the average and typical game development professional pretty tightly between 20$/hr and 52$/hr. Less than 20$/hr and the game developers are making less than they could as the bottom bracket, quality assurance, in the game industry. And generally when we're talking about a game development's patreon we're talking about close to the entire budget of the game including the take-home wages of the people working on it and the costs of development for the entire game.
I want to make a special note here because I see a lot of games which target art made by artists not on the team or porn stars who have been in no way contacted about the use of their likeness in the game project. If you're going to use someone's art in your project but you're not going to pay them a fair wage or otherwise recompensate them for that contribution then your project is exploitative, parasitical, and bad for the community in general. This goes doubly so if you effectively are drafting a porn star to star in your game but they are not seeing any material benefit for it. Expect to pay artists and sex workers in your porn development whether it be games, movies, graphic art, ASMR, voice acting, modeling, or photography.
If you're not supporting the people who the work depends upon then your project should be insolvent because you're abusing the very limited resources of the community.
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