Around 100 people are working on the game

I find that it is considerable ...

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Salaries

Imagine they earn £40k per year. FD are burning over £330,000 per month just in salaries. That kickstarter money is already gone....
A bit of a simplistic calc I admit but it makes you realise how much this stuff costs to make. GTA5 was over 100m USD i believe.
 
One would imagine that salary is included in the companies usual operating revenues that they draw from other sources.
Like sales of the other games they've made.
 
It all adds up. Engine programmers, gameplay programmers, audio programmers, tool programmers, UI programmers, gameplay designers, economy/meta designers, 2D artists, 3D artists, UI artists, SFX artists, music artists, producers, suits (accountants), testers, community relations, back-end engineers, infrastructure management, PR/ etc etc. Not including all the general HR/finance/facilities/IT/management types.

Everyone has bills to pay. This is why I will be buying some paint jobs as well as the backing :)
 
One would imagine that salary is included in the companies usual operating revenues that they draw from other sources.
Like sales of the other games they've made.

Indeed.
There will be variations in Salary too.
Code monkeys, QA testers etc.. won't be on 40K, few of the higher ups will be on higher salaries but the average IMO will be less than 40K.
 
It all adds up. Engine programmers, gameplay programmers, audio programmers, tool programmers, UI programmers, gameplay designers, economy/meta designers, 2D artists, 3D artists, UI artists, SFX artists, music artists, producers, suits (accountants), testers, community relations, back-end engineers, infrastructure management, PR/ etc etc. Not including all the general HR/finance/facilities/IT/management types.

Everyone has bills to pay. This is why I will be buying some paint jobs as well as the backing :)

You don't hire all those people for the full length of development on one game.
E.g. you don't need the people who create the music to work for 1+ year on the music, they work for 3 months and either go work on another project or they're contractors and you let them go.

AAA big budget games are one thing that do cost daft amounts of money, normally for things like licensing and their advertising budgets (which cost more than the game most times).
E: D isn't a AAA game. It doesn't have a lot of the things that AAA games have (like a publisher). It's already "made" over £3 million / $4.5 Million before it's actually been released. If FD and E: D can't operate with that level of success already then there is something wrong.
 
You don't hire all those people for the full length of development on one game.
E.g. you don't need the people who create the music to work for 1+ year on the music, they work for 3 months and either go work on another project or they're contractors and you let them go.

AAA big budget games are one thing that do cost daft amounts of money, normally for things like licensing and their advertising budgets (which cost more than the game most times).
E: D isn't a AAA game. It doesn't have a lot of the things that AAA games have (like a publisher). It's already "made" over £3 million / $4.5 Million before it's actually been released. If FD and E: D can't operate with that level of success already then there is something wrong.

This ^^
 
Indeed.
There will be variations in Salary too.
Code monkeys, QA testers etc.. won't be on 40K, few of the higher ups will be on higher salaries but the average IMO will be less than 40K.

Actually the lower level people once the employers NI contributions are taken into consideration at currently 13.8% can knock the wages bill a lot higher than people expect.

Employing people is very expensive (usually it is the single most expensive thing a copmpany can do) and is usually a common reason why companies can fall over especially when expanding.

Also there is the additional cost of business rates that I don't see mentioned and currently they have been critised this weekend as the last review was postponed and so companies outside London are being shaken down for possibly more money than they should be.

then there is all those other taxes etc, (some of which are payable even if you make a loss) as well as business rates for electricy etc and so I can see that FD spending a small fortune a month.
 
Sauce please?

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Frontier is using its own engine to build Elite: Dangerous, the same one it used to make Xbox One launch title Zoo Tycoon. Around 100 people are working on the game (Frontier is currently 260 people). "This is a big project for us. No messing," Braben said. While there are a couple of smaller games being built elsewhere at the Cambridge-based studio, Elite: Dangerous is its current focus.
http://www.eurogamer.net/articles/2...ve-to-make-elite-dangerous-on-pc-future-proof
 
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Actually the lower level people once the employers NI contributions are taken into consideration at currently 13.8% can knock the wages bill a lot higher than people expect.

Employing people is very expensive (usually it is the single most expensive thing a copmpany can do) and is usually a common reason why companies can fall over especially when expanding.

Also there is the additional cost of business rates that I don't see mentioned and currently they have been critised this weekend as the last review was postponed and so companies outside London are being shaken down for possibly more money than they should be.

then there is all those other taxes etc, (some of which are payable even if you make a loss) as well as business rates for electricy etc and so I can see that FD spending a small fortune a month.

I don't discount that only that most people in that 100 won't be on 40K a year.

Regards the amount of funding from kickstarter and since then, they only needed £1.25 million to make the core game, if that wasn't enough then they could never of met their kickstarter rewards. Since the end of kickstarter they've made over double that amount just from backers. If they cannot make the expansions and fund the running of the game with that + whatever they make between now and after the games release there is something seriously wrong.

Also worth considering what would have happened if they'd not been funded via kickstarter? Would the company have just folded? I personally don't think it would. They would have had to pay the wages irregardless. The way it is currently they've had a £3 million + cash injection directly from backers (i.e. no middle men creaming off any profit) to go towards the cost of developing the game which is healthy sum.
 
You don't hire all those people for the full length of development on one game.
E.g. you don't need the people who create the music to work for 1+ year on the music, they work for 3 months and either go work on another project or they're contractors and you let them go.

Music is probably the one example that won't be needed 100% all the way through development. Pretty much everything else is needed for the forseeable future, especially as the game is only just getting into the content expansion stage.

Either way, that 3 million kickstarter money won't go a long way. They haven't been skimping on talent, that much is obvious from the quality of what has been released so far (I'm particularly impressed by the audio).
 
Actually the lower level people once the employers NI contributions are taken into consideration at currently 13.8% can knock the wages bill a lot higher than people expect.

Employing people is very expensive (usually it is the single most expensive thing a copmpany can do) and is usually a common reason why companies can fall over especially when expanding.

Also there is the additional cost of business rates that I don't see mentioned and currently they have been critised this weekend as the last review was postponed and so companies outside London are being shaken down for possibly more money than they should be.

then there is all those other taxes etc, (some of which are payable even if you make a loss) as well as business rates for electricy etc and so I can see that FD spending a small fortune a month.

This is a very true post.

Cost us a small fortune per week, never mind per month.

Not easy, especially when your supporting your product, for years afterwards.

I'd be loading that FD shop up with lots of ship's and goodies. ;)
 
Also keep in mind in 2013 Frontier did a minority offering of stock that brought in about $43million USD. That's their primary source of funding for Elite right now.
 
Pure dev budget or counting marketing expenses too? Marketing may weight more than 50% of total budget in the AAA world...

It was £170 Million to make and market.
The licenses for the music used in game will cost a pretty penny too.
"it is revealed that more than 300 designers, programmers and artists spent at least five years on the game"

p.s. The production costs for Uncharted 3 was "just" $25 million
 
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