Greetings all , i want to create a very nice game , unfortunately i dont have a team with me at the moment .
lets say i would like to hire an artiest or designer or small team can 4000$ dollars get me somewhere ?
i mean is it enough to create a very nice game ( graphically , idea , music . )
or i need higher budget for that ?
( i noticed most of the free lancer artiest ask for lots of money imagine some of them charge 200$ for single 2d character )
I played Child of Light, very nice game, everyone should play it.
There could be 1 million dollars worth of game there.
Oh look what I found on Google.
$4000 might get you my attention for 1 month if I dropped my rate a bit.
Its only 48k per year. For being self employed its just a couple thousand more than break even.
Realistically speaking you may be able to hire a tiny team (1…2 people top) of exUSSR developers for a very short amount of time (few months top). You’ll also have a very hard time finding that team.
Looking at screenshots of child of light, I think you’ll be unable to afford the whole game using this sum, no matter how you could your expenses → IF you intend to hire other people and expect them to be professionals.
Investment usually means you expect returns. Game development is not the best source of getting returns on your investment.
You can spend $4000 paying to some people, but most likely it won’t give you the whole game, unless you do a lot of work on your game yourself.
I wouldn’t say “millions”, but you’ll need to add one or two zeroes to that initial sum of yours.
It all depends on what you mean by “nice game” and “quality game”. If that to you means only games that require hundreds of thousands or even millions of dollars worth of “time & materials” then no you cannot.
You can get a bigger chunk done than mentioned so far IF you choose skilled people living in places with a much lower cost of living. Your $4k can result in very different results depending on who you hire.
Mainly you need to focus small. Games like ORI are not small. And certainly not for a solo Indie. I think even this game was made by a team.
You don’t need millions of dollars, but like @neginfinity mentioned you’re missing one or two zeroes. We had a thread a while back where I mentioned the development costs for a few games. I’ll just mention them here again.
Braid was mentioned by Kotaku to cost $180,000 but some sites are claiming $200,000.
GeneForge 4 was $120,000. Keep in mind though it’s a sequel. Jeff said if he had to make everything from scratch it would likely be at least 50% higher which would bring it up to the cost of Braid.
Working off the following sources of information, hiring a developer costs roughly $150/hr. If we take the original development time of Flappy Bird and do the math (8 hours times 3 days) we end up with $3,600.
This! Even if you’re experienced - which doesn’t seem to be the case for the OP - starting a fresh project by dumping your available savings into it is asking for trouble.
It’s like buying a $4,000 lottery ticket. It’s not impossible to win, but I sure as heck wouldn’t plan on it!
As with anything else you consider an “investment”, do your due diligence first. In plain English, that means you need to do everything in your power to check that the thing you’re putting money into has value before you put money into it. In the case of a game, that means a bunch of stuff, starting with:
Can the project be completed and commercialised with available resources?
Is there an audience of people who want to play it?
Is that audience willing to pay money for it?
Do you have available means to deliver the game to that audience once it’s completed?
Can you communicate the game’s existence to your audience? (ie: marketing)
What are the risks to the project’s completion, quality, and commercialisation? What can you do about them?
A prototype is a solid early step towards investigating a bunch of these.
You could get some content from the asset store as a base. Then hire someone to modify that art to make other things. Then if you can find a template / kit on the asset store that is close to what you want to make you can hire a programmer to modify it. I think doing this you could make something much larger than Flappy Bird. Possibly something sort of kind of like ORI. All depends on the stuff you start with.
Ironically a few months ago I decided “I need to get a lot of money very quickly so I can just be free”. Thought about options including game dev and lottery tickets. Chose lottery tickets. So now each week I “invest” in those. Budgeted about the same amount as you have to work with… but spread out til end of the year. I can say winning the lottery is probably the most challenging goal I have ever set. Probably should have went with buying & selling but I’ll stick with the plan.
It still baffles me how people can see games like Child of Light and Ori and assume that an artist would create hundreds, if not thousands of assets of that quality for around an average month’s salary.
You could get a main character with some nice animations for your 4000$ though. If you’re lucky.
Using cut-rate Asian pricing (not pro Asian artists who know what they’re worth, i.e. resistant to exploitation) that could get you as many as 8 characters with a few animations. But then you’re being a git, and you’re part of the problem.
But most of the time even artists from poorer countries/areas will demand saner prices for their work, especially ones who know the popular game engines. This is ideally what you want if looking for 3D models too - a somewhat technical artist who can rig characters for standard skeletons in Unity/UE etc. is well worth the money. The less you pay, the more frustrating it tends to be working with them.
(I think American McGee might have a few stories on the subject.)