-Tj-
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- Joined
- Sep 2, 2009
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That would be true if it was a straight port, but you'd still need an artist or two to work on UI adjustment, asset improvements/enlargments/reductions, etc. A director and a producer would still be getting paid (even if split between projects), and they'd still be overseeing the project. Don't forget you need to factor in all their other monthly costs, too.WizardStan said:It doesn't actually take that long. Depending on just how many difference there are, it should only take 1 or 2 programmers 2 to 4 weeks. You usually don't need an artist, director, producer, or any of that other stuff, because this is just a sub project of a different project. You might have one director overseeing 12 programmers doing 6 or 8 different porting tasks, or something like that: the cost is still there, but it's pretty negligible. Probably closer to 30'000 for the entire project.-Tj- said:Now consider the Pandora. 4000 units. If they devote a lot fewer employees just to port the very same game, let's take a look at what they'd likely need for maybe 3 months:
1 artist, 2 programmers: $40,000 * 3 = $120,000/4 = $30,000
director: $60,000/4 = $15,000
producer: $70,000/4 = $17,500
office workers: (see above) $40,000/4 = $10,000
Benefits: let's say $2000
Rent & Utilities: $10,000 * 3 months = $30,000
In this case, it'd be PSP to Pandora, which means resizing/rearranging a lot of UI graphics, possibly increasing or re-exporting textures at higher resolutions, etc. If their engine wasn't built to handle shaders the same way, the artist may also have to readjust them to make them look right. While the artist is doing the re-exporting and the UI adjustments, the programmers would be optimizing code and other tasks (providing they don't already have a Linux ARM workflow and tool set built into their pipeline and/or engine).
It may not take 3 months (that was a high estimate), but I think $30,000 is too low. But even if it were $30,000, and they priced their game at $9.99 (highly unlikely if they've invested over $1 mil for the original game), they'd still need to sell it to 75% of the 4000 Pandora owners to break even. Even those odds aren't enough for the big boys to gamble on.
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