How do companies decide how many people are needed to build a game that's been greenlit?
The team’s leadership (with input from the publisher) figures out how much time the project needs and how many people it will need to complete it based on the feature list and the targeted release specs. Let’s try a breakdown as an example of this.
Imagine that we’ve just been given the green light for a third person single player looter shooter. Our approved prototype has one player completing one quest in an environment where there are a few enemies and a handful of different guns and gear. Now’s the time to figure out what our team will look like (and our budget). Let’s take a look at the things we’re going to need for a basic looter shooter. Necessary assets to create include:
Environments/levels for the players to shoot through (How many environments for the launch game?)
Guns/weapons for the players to shoot with (how many guns/gun variations for launch?)
Items/equipment for the player to equip (what kind of non-weapon gear? How many of each type?)
Different abilities for players to equip/choose (how many abilities?)
Quests for players to complete (how many quests?)
Enemies for the players to shoot (how many enemies?)
Characters for the players to choose as playing (how many characters?)
UI for choosing/displaying your character, equipping weapons, using abilities, engaging with quests, health and damage
There will also be work needed on building how the game feels to engage with:
A level-up system that keeps the player feeling powerful
Enemies that feel challenging and rewarding to fight
Weapons and Gear that make the player look forward to trying/using them
Quest objectives and scope that feel engaging
A combat system (including stat calculations) that is intuitive for the player to understand and engaging for long term play
A reward system to determine reward quality for a given task difficulty
We basically construct a requirements list and a systems list for the entire game. And then we can break it down. So, for example, let’s start with environments:
How many people do we need to construct one environment? This would include concept artist, environment artist, lighting artist, texture artist, prop artist, producer to keep track of it all, QA to test it, etc. Let’s say it takes ten developers total to construct one environment
How long will it take for this team to complete one entire environment? Let’s say it takes this strike team four months to complete an environment from concept to finish.
Let’s say we have a production schedule of two years (24 months). This means that one team of ten environment devs can expect to complete five environments over the entire production schedule (imagine the final four months is set aside for for polish, bug fixing, unforeseen problems/holdups, etc.).
Lets say that we want 20 environments/levels for the final shipped game. This means that, in order to get this many, we will need (20 environments / 4 environments per strike team for the project) = five environment teams to finish on schedule, or 50 developers in total here.
How much can we expect to pay people in each of these roles? Each person on the strike team has an estimated cost - salary, benefits, workstation, software licenses, internet, utilities, and so on. Add them all up and you’ve got your (rough) environment budget.
That takes care of the rough headcount and budget environment assets. Now repeat this process for the other things we listed above - guns, items, abilities, quests, enemies, characters, and UI. That will take care of the assets we need for the game. Now we need to do the same for each of the systems - leveling up, enemy behavior, weapons and gear, quests and objectives, combat, and a reward system will all have design, programming, and validation requirements to make sure they work. All of those developers need to be tasked and paid. Then add in some additional headcount for general QA, certification, and production support. Congratulations! Now you’ve got a rough budget and headcount for an entire project! Now it’s time to come up with a plan for the post-launch schedule!
This is why team leadership of games tends to be experts who have a lot of experience in their respective fields. A lead developer generally knows how long it should take developers of varying skill levels and expertise to complete tasks, as well as what kind of specialists the team needs for each task. The leadership collaborates to figure out which and how many specialists are necessary for each phase of the project including the rough budgeting.
The FANTa Project is currently on hiatus while I am crunching at work too busy.
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