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"How the hell does *that* cost $X to make???" (Giant Bomb and Skullgirls)

Huh, what an interesting article. Let's just check the comments...
...
...
... Wow.
No wonder no one wants to 2d animate anymore.
One of the localization staff on Capcom tweeted recently (wish I could remember the exact tweet, I'm trying to find it again too) that $150k would get you one of Ryu's hands in SFIV.
 

Lijik

Member
I could do that in my sleep, during the weekend, for like $60 tops. I have a Casio keyboard and a computer if you need music and sound effects.
Shit dude 60 dollars is too much, i can get that to you fully colored and shaded in a blink of an eye for five bucks.
I downloaded a soundpack of Street Fighter 2 if ya'll need any professional voice work.
 

Moonlight

Banned
Btw, $150k a pop means the character budget for this indie game was $2.85 million.
Clearly they were paying for certification eight times over.

And the cost of the VA work wouldn't go up by a fantastic amount either (certainly not multiplied by eight). Most of the cost is eaten by the recording studio, and it's far cheaper to rent out the studio and just record all the dialogue you need in a few sessions or less. It's why VAs record for DLC before production even begins - it's simpler and easier to have them voice the lines then and there than eat the cost of renting a studio and bringing the VAs into it again.

I don't even think people understand what Skullgirls even is. It's not some project a couple of over-enthusiastic wannabe programmers started and paid for with their own dime. At least, not the full game. The costs of production were paid for by Autumn Games, and the game was brought overseas via Konami. They had agreements with publishers. The only reason that this fundraising project is even happening is because Autumn's assets are tied up by a lawsuit (thus they wouldn't be able to pay for the costs of this DLC) and this is literally the only way this character is ever going to see the light of day. People have said as much numerous times in this thread already. All said and done, the game that released cost somewhere in the ballpark of a million dollars.

It blows my mind how reductive some people are being.

By the way, I'm going to assume that what eight programmers and designers are going to be doing for ten weeks is programming and designing the game.
 

SkyOdin

Member
I don't think you understand. They gave a line item budget. The first part of the line item budget, the largest line item, is incredibly vague. While I understand that it takes SHITLOADS of work to make a game, I do not believe that 3200 hours is an appropriate time budget for a single character, considering the outsourcing and hitbox contractor budget. I am simply pointing that out.

So many people are jumping down my throat because they think I'm incompetent enough to think this shit costs nothing. I'm not, so stop being assholes about it. I just want a breakdown of the largest portion of a line item budget for a crowdfunded project.

What is the basis of your skepticism? There are plenty of people who have corroborated this information, all of whom are in a better position to know these things than us in the peanut gallery. There is no evidence that people are lying about this.

Unless you have a reason to be skeptical in the face of evidence pointing otherwise, your skepticism is illogical and unreasonable. Skepticism is only useful if it has a solid logical basis. Yet, you haven't given any reason for your skepticism. You have admitted that you don't know anything about fighting game development. So, why are you so skeptical?
 

pelican

Member
The problem with a lot of the comments regarding this is pretty simple. They are posted by kids, teens, and some adults with little education in typical business subjects. They lack any form of business acumen yet presume they have the authority and expertise to comment "factually" on matters such as this.

Armchair business men. I have little time for them.
 
The bottom line: it's none of your business. If they want to pay that amount to expect great results (pretty important on consistency since it's DLC that will be attached to the existing game).

Consumers make the market. Consumers spoke with their wallet. Case closed.
 
By the way, I'm going to assume that what eight programmers and designers are going to be doing for ten weeks is programming and designing the game.

And my singular point in all of this is that 3200 hours seems like a massive budget, taking into consideration the other parts of the budget.

I am merely skeptical and want to know more, but apparently that means I think there's a "MAKE GAME BUTTON" and this is all magic.

What is the basis of your skepticism? There are plenty of people who have corroborated this information, all of whom are in a better position to know these things than us in the peanut gallery. There is no evidence that people are lying about this.

Unless you have a reason to be skeptical in the face of evidence pointing otherwise, your skepticism is illogical and unreasonable. Skepticism is only useful if it has a solid logical basis. Yet, you haven't given any reason for your skepticism. You have admitted that you don't know anything about fighting game development. So, why are you so skeptical?

I'm not familiar with fighting game dev, but you know, programming full time for a defense contractor tends to open your eyes on how little time programming actually takes. I can not see how it can take 3200 hours (i.e. if one person was a professional at everything on this project, it would take them over a year and a half to design, animate and implement a single character).
 

inky

Member
Shit dude 60 dollars is too much, i can get that to you fully colored and shaded in a blink of an eye for five bucks.
I downloaded a soundpack of Street Fighter 2 if ya'll need any professional voice work.

Damn, this is why my game studio went broke, people always undercutting me ;P

Let's see your portfolio.

Are you planning on ordering some work? If not, I don't bother.
 

Lijik

Member
By the way, I'm going to assume that what eight programmers and designers are going to be doing for ten weeks is programming and designing the game.
Not good enough, im going to need to know their exact schedule down to the hour for those two and a half months before I can even begin to consider this reasonable.
 
And my singular point in all of this is that 3200 hours seems like a massive budget, taking into consideration the other parts of the budget.

I am merely skeptical and want to know more, but apparently that means I think there's a "MAKE GAME BUTTON" and this is all magic.

But given that multiple people with actual experience have popped up and said multiple times that this budget checks out, your skepticism just comes across as being willfully obtuse.
 

Coolwhip

Banned
The problem with a lot of the comments regarding this is pretty simple. They are posted by kids, teens, and some adults with little education in typical business subjects. They lack any form of business acumen yet presume they have the authority and expertise to comment "factually" on matters such as this.

Armchair business men. I have little time for them.

This post is not elitist at all.

The videogame industry is getting a lot of scepticism with all the sky high budgets and developers going out of business. A lot of us work in IT business and know what IT projects cost. Maybe Skullgirls is an exception because of the 2D animation, but your elitist comment is ridiculous.
 

Kai Dracon

Writing a dinosaur space opera symphony
By the way, I'm going to assume that what eight programmers and designers are going to be doing for ten weeks is programming and designing the game.

Just throwing this out there - to be fair to some people's expectations, there are a lot of companies where staff such as programmers actually do a poor job. They do goof off, if there's no oversight. They do work slowly because they don't care.

Some people who have even worked in the industry have been at places like this, and there's a good chance that has set in place their own prejudices and stereotypes.

The thing is, that isn't standard proceedure - like the post up thread that said everyone spends half their time goofing off, and all developers are like that. The flipside and the truth is that there are a shitload of people in this industry who work their ass off 24/7 to get work done, sometimes being underpaid or screwed over and not paid for the true amount of work they're doing. For every uninvolved "lazy programmer" spinning at a desk somewhere, I am willing to bet there are 2 more who don't have to clip their nails - the typing does it for them.
 
And my singular point in all of this is that 3200 hours seems like a massive budget, taking into consideration the other parts of the budget.

I am merely skeptical and want to know more, but apparently that means I think there's a "MAKE GAME BUTTON" and this is all magic.

It seems to be lower budget than the actual game (1.7 Mil vs 8 Chars, 150 Thou for 1)
They gave a complete cost breakdown for it (Which they weren't required to do, unless Indiegogo changed their rules)
Their cost breakdown was corroborated by multiple people in the industry, specifically people who have made fighting games

And, oh, by the way...
It's already funded. So any point being made is moot.

I know it doesn't really matter here, but I like that people are accusing a development team who just raised like 75k of donations for cancer research of being crooked shysters
 

Raging Spaniard

If they are Dutch, upright and breathing they are more racist than your favorite player
And my singular point in all of this is that 3200 hours seems like a massive budget, taking into consideration the other parts of the budget.

I am merely skeptical and want to know more, but apparently that means I think there's a "MAKE GAME BUTTON" and this is all magic.

Of course I dont think you think that, but I replied to your hyperbole with more hyperbole hoping you would realize how ridiculous you sound.
 

gryz

Banned
But given that multiple people with actual experience have popped up and said multiple times that this budget checks out, your skepticism just comes across as being willfully obtuse.

and there's no room for improvement with better budgeting and better project management?
 
And my singular point in all of this is that 3200 hours seems like a massive budget, taking into consideration the other parts of the budget.

I am merely skeptical and want to know more, but apparently that means I think there's a "MAKE GAME BUTTON" and this is all magic.

At an average of 15 dollars an hour, how is that budget exactly luxurious (not even factoring in payroll tax!)?
 
and there's no room for improvement with better budgeting and better project management?

If you'd like to comb through the information provided in the in-depth development videos that other people have linked and can find ways to save money without sacrificing quality, I'm sure the developers - nay, Marvelous and Konami - would love to hear it.

NeoGAF - the internet's number one resource for developers, project managers, and accountants.
 

nickp

Neo Member
I could do that in my sleep, during the weekend, for like $60 tops. I have a Casio keyboard and a computer if you need music and sound effects too. Let's say, $40 extra for that and a couple of beers if you have some.

Not the best discussion to troll/joke around.
 
See now I'm confused. Now I'm no marketing expert and I'm definitely not the smartest guy in what for what costs. Anyways how do you make a profit on a game if it actually takes this much money to make even just a single character. I don't mind looking like the stupid one here, but the way I'm seeing it unless the game looks low budget then it would need to sell like 1mill to even make the money back of what it costs to make it. I know how movies work with their budgets and how they make their money back, but video games will always be a big question mark to me.

Let's just say after seeing this I'm glad that my major is in animation and not video games.


Thing is, a lot of that cost is not just for a single character. The salary cost is static, I highly doubt those 8 people are working solely on 1 character for 10 weeks.

And contracting out work based on characters instead of hours or a fixed price is dumb.

Maybe this company just has a terrible program manager that sucks at pricing? I'd never write up contracts based on 1 character.

The most likely scenario is they took their project plan, looked at how long it takes to make 1 character, and divided by their total budget.
 
most likely takes into account renting studio time, which is not cheap.
My company uses a room the size of a walk-in closet, a moderate metal microphone, a screen in front of that microphone, and a small 1'x1'x1' box made out of cut out egg-crate foam. Total cost? Less than 100 dollars on Amazon. Voice quality? Just as good as any other thing you'll hear in a video game. You really do not need to rent a studio if you just use some elbow grease.
 

Lijik

Member
because it has to be one of those two extremes.
Im not sure what you and LittleGator are looking for between an artist who worked on the game in this very thread breaking it down, articles linked where people actually in the industry say this is reasonable, and multiple posts linking to videos of the team breaking down the work process, and people explaining multiple times why a fighting game might be more programming/qa intensive than other projects (this is a character that has to be able to react to every other character in every possible scenario with no bugs) amongst other posts that isnt satisfying your questions.
If youre still going "People are just saying it costs money!" but then only responding to sarcastic posts from people fed up from posters like you who seem hellbent on not getting it then I think youre being willfully ignorant and your skepticism is poorly placed.
 
ekJAjQ2.gif

can someone put these guys on making an animated series instead of being forced to work on another everyman 2d fighter

id watch the shit out of that
 

Lost Fragment

Obsessed with 4chan
I think my favorite thing about the article is how the blurb below the headline is ambiguous enough that it could mean "150k is too much" or "150k is too little," which easily allows me to identify people who didn't read past that point.

Good shit Patrick.
 
Once again, you can have two and no more between cheap, quick and good.

In this case, "good" is non-negotiable, and with new non-backwards-compatible consoles impending "quick" is also non-negotiable. Hence, it's not cheap. QED.
 
My company uses a room the size of a walk-in closet, a moderate metal microphone, a screen in front of that microphone, and a small 1'x1'x1' box made out of cut out egg-crate foam. Total cost? Less than 100 dollars on Amazon. Voice quality? Just as good as any other thing you'll hear in a video game. You really do not need to rent a studio if you just use some elbow grease.

Please tell me you're being sarcastic. Please...
 

skip

Member
My company uses a room the size of a walk-in closet, a moderate metal microphone, a screen in front of that microphone, and a small 1'x1'x1' box made out of cut out egg-crate foam. Total cost? Less than 100 dollars on Amazon. Voice quality? Just as good as any other thing you'll hear in a video game. You really do not need to rent a studio if you just use some elbow grease.

That's what the "$10,000 - Elbow Grease" line item must be for, then.

At the beginning of "It Might Get Loud," Jack White creates an electric guitar out of a wood plank, wire, and nails. Would I want to pay for a full concert with him playing that? No, I would not.
 
Here's a video, that very simply breaks down all the man hours

http://www.youtube.com/watch?v=5VkDXBsIXso

definitely needs quoting, if you actually read the IndieGoGo page, it says that the 8 devs that are working on the dlc are doing so at a PAY CUT, they got that number by determining the minimal amount needed for rent and food. The devs here aren't doing it to make bank, they're doing it because they love the game and their fans and have to go this route because the managing company has ALL THEIR MONEY FROZEN. Some are even owed pay for previous work. Having to hand draw 1000 frames is not a quick and easy task, I doubt these devs will have much down time in the office
 

inky

Member
Not the best discussion to troll/joke around.

So you'd rather I just get pissed off at people who can't believe shit is expensive (especially 2D animation)? People will either keep believing it's false, or get to the point in which their own research/experience will make them realize it.

The article and the breakdown is pretty straightforward, so I rather not be one of the people ready to bite each other's heads off. *shrugs*
 
Games are expensive, no doubt.

But...10 weeks x 40 hours x 8 people = 3200 man hours. Lets say they dedicate only 25% of their time to actual work.

800 hours. For one character. At a certain point you gotta stop saying "That's just how it is" and look at your roadblocks.
 
Man, it would probably blow the mind to some people that on average, your average game programmer makes less working on a game than if he were to be working in some other software industry.

Also, I bet the people claiming there's no way it should cost that much also believe in the theory that if you throw twice as many people on a problem, it will get finished twice as fast.
 

LiquidMetal14

hide your water-based mammals
I'm actually a voice actor in Skull Girls (one of the soldiers who steps in for Parasoul, at times). Trust me, they're quite thrifty about it...it was a smaller scale operation at a local place here in Burbank, WAY less costly than a lot of major recording studios, but still high quality. They're spending even less than I'll be spending on my technically smaller-scale project, as I've got Wil Wheaton and needed to drop a fair bit on a place that also acts as a SAG/AFTRA signatory.

Interesting. Can't wait to see more of your project.
 
Games are expensive, no doubt.

But...10 weeks x 40 hours x 8 people = 3200 man hours. Lets say they dedicate only 25% of their time to actual work.

800 hours. For one character. At a certain point you gotta stop saying "That's just how it is" and look at your roadblocks.

why would you say that
 

Kusagari

Member
Games are expensive, no doubt.

But...10 weeks x 40 hours x 8 people = 3200 man hours. Lets say they dedicate only 25% of their time to actual work.

800 hours. For one character. At a certain point you gotta stop saying "That's just how it is" and look at your roadblocks.

Why do people keep harping on this one character thing? As someone in the article said, the characters ARE the game in the fighting genre.

They're not doing some random NPC in an action game here.
 

Flo_Evans

Member
150k sounds pretty reasonable to me. Have the people questioning this actually drawn/animated/recorded/programmed/testing anything in their life? Lol
 
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