TALE OF TALES “8” DEVELOPMENT COSTS | |||||||||||||||||
Feb 2005 | Mar 2005 | Apr 2005 | May 2005 | Jun 2005 | Jul 2005 | Aug 2005 | Sep 2005 | Oct 2005 | Nov 2005 | Dec 2005 | Jan 2006 | Feb 2006 | Mar 2006 | Apr 2006 | May 2006 | ||
Design&Management | 17,000 | 17,000 | 17,000 | 17,000 | 14,000 | 14,000 | 14,000 | 14,000 | 11,500 | 11,500 | 11,500 | 11,500 | 11,500 | 11,500 | 7,000 | 7,000 | 207,000 |
Programming | 21,000 | 25,500 | 25,500 | 23,500 | 23,500 | 23,500 | 23,500 | 23,500 | 23,500 | 23,500 | 22,000 | 22,000 | 22,000 | 16,000 | 4,500 | 4,500 | 327,500 |
Animation | 21,500 | 23,500 | 14,000 | 16,500 | 16,500 | 16,500 | 16,500 | 16,500 | 16,500 | 14,000 | 14,000 | 8,000 | 0 | 0 | 0 | 0 | 194,000 |
Concept Art | 10,000 | 10,000 | 10,000 | 10,000 | 10,000 | 10,000 | 7,000 | 7,000 | 7,000 | 7,000 | 7,000 | 0 | 0 | 0 | 0 | 0 | 95,000 |
Artwork | 33,500 | 33,500 | 33,500 | 36,000 | 36,000 | 36,000 | 36,000 | 36,000 | 36,000 | 36,000 | 36,000 | 0 | 0 | 0 | 0 | 0 | 388,500 |
Audio | 5,000 | 5,000 | 5,000 | 5,000 | 5,000 | 5,000 | 5,000 | 5,000 | 5,000 | 5,000 | 5,000 | 0 | 0 | 0 | 0 | 0 | 55,000 |
QA | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 5,000 | 0 | 5,000 | 0 | 0 | 0 | 10,000 |
Hardware | 26,000 | 26,000 | |||||||||||||||
Software | 42,800 | 42,800 | |||||||||||||||
Overhead | 14,400 | 4,400 | 4,400 | 4,400 | 4,300 | 4,300 | 4,300 | 4,300 | 4,300 | 4,300 | 4,300 | 4,300 | 4,300 | 4,300 | 1,900 | 1,900 | 143,200 |
Total | 191,200 | 118,900 | 109,400 | 112,400 | 109,300 | 109,300 | 106,300 | 106,300 | 103,800 | 101,300 | 104,800 | 45,800 | 42,800 | 31,800 | 13,400 | 13,400 | 1,489,000 |
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8 is a high quality production for a very low budget.
Reasons why the budget is low:
- Engine is created with visual programming middleware:
- Basic engine functionality is taken care of.
- Less programmers required.
- Most 3D assets are created by outsource studios in Eastern Europe where high quality costs less.
- Efficient game design and management reduces the overall production time (14 months).
- Use of motion capture and Character Studio reduces animation costs.
- Cut scenes are rendered in the game engine, eliminating the need for elaborate video rendering production.
- Music is composed for small-sized orchestra.
- All work is executed by experienced contractors, not by full-time employed staff.
- Remote working reduces costs of renting and maintaining offices.
- Extensive pre-production phase has been funded by government grants.
- The absence of language in the game illiminates game localisation costs.