Comment by Pfhreak
6 years ago
You are going to need artist(s) to do tilesets, objects in the world, character portraits, enemies/player models in multiple rotations, UI art, and various splash screens/loading screens/game state transitions.
Conservatively, I'd be surprised if you could put that all together for less than $50,000 if you were paying a contractor to deliver them for you.
The average steam game sells about 30,000 copies. That's the average, including the super big hits from AAA devs. I don't have the data for indie games, but I'd guess it's probably closer 3,000 copies.
So, amortized, you are looking at raising your prices by $2 per copy. Except remember that your platform is gonna take 30%, so you need to raise your prices by $3/copy.
Some of those 3,000 copies sold are going to come from discounted sales, which means if you want to break even on art, you need to push the full price up a bit more so you don't lose too much on sale prices. $4 is a lot of money to ask, relative to the price of the game. It's at least a 10% increase in cost, probably considerably more.
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