Here is some loaded labor rates for tech people:
https://www.accenture.com/t20170306...media/PDF-45/Accenture-Loaded-Labor-Rates.pdf
10k is dirt cheap. Salary is usually around 60-65% of the loaded rate. The rest is overhead. Though in this case it might be higher since this is internal development and there is no other way to charge indirect costs...like infrastructure/networks, computers and licences than just the labor rates (you can charge the customer for these things separately). Then it could actually go to 1/2. So about 60k or less. Don't forget there is a coloring to this as there are lower and higher scale wages based on job, as the chart shows. Testers less...leads more.
The only thing is I doubt this is entirely done by hours. End credits usually have a lot of subcontractors. Probably they deliver by capability. So read that as subcontractors are probably supposed to deliver some subsystem of the entire game to the developer. If they have assets they can reuse then they maybe able to do it cheaper if not and it they screw up their estimate, my guess this is where the nasty overtime without pay crap comes up.
The only thing that can recolor this is actually how many hours it is. Development is not a linear function. It usually has peaks...often the expensive work is at the front (development) and the less expensive work at the end (test and fixes). How much of this labor is expensive labor...how much is lower cost labor...I don't know. But it's not linear, the hard part of running development shops of any genre is to keep all the different skill sets employed and busy. Really would be fascinating to see actual cost data.