Full post: Exact budgets of video-game productions can be tough to corroborate (more transparency from publishers would be nice!) but the numbers I’ve heard floating around AAA game dev these days are $300 million or more — sometimes much more! — which I think helps explain the current state of the industry
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Halve the employees and double the salary, and you’ll be closer. Few people on a team will gross $120k, but benefits are part of that cost too.
Third the employees.
Reminder that Skyrim was made with a staff of ~300, that included revamping Gamebryo into Creation.
Devs with ~1000 devs using UE5 - what are the people even doing other than useless meetings?
Most of the personnel growth is probably in asset creation. The more realistic you want assets to look the more man hours you need to put in. Even with modern tools it is just gonna take longer to make those assets. Like instead of making a human model by directly manipulating polygons that makes it immediately game ready they first sculpt it in ZBrush then retopo to a lower polygon count to make it game ready. And then add complex facial rigs for cut scenes, high res textures etc.
It’s why companies like Sony hire these studios in China and India where hundreds of people work just making assets.
Skyrim was made two console generations ago, so I’m afraid you can’t use it as any sort of metric for how games are made today. Starfield’s team was about 100 people larger.
And taxes.
I’m not a tax expert, but I think the taxes are applied after gross. Taxes on money coming in, not going out. So that ~$120k is what the company spends, but it’s not what the employee sees.
Sorry that I was not more clear. The company is paying the employee 120k gross, yes, but then also paying other things behind the scenes like other taxes and unemployment insurance, etc.
Yup. If you’re not an independent contractor, your employer has to match the amount you pay in income taxes.