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How much does it cost to make a video game

Iuliia Boikova

Written by

Iuliia Boikova Verified author

Business Development Manager at Game-Ace

Iuliia helps studios and iGaming teams shape game development, art, animation, Roblox, and slot game projects. She writes about production and outsourcing decisions.

Published December 13, 2023 Updated June 17, 2026

Video game development cost ranges from around €50,000 for a small indie mobile title to €5,000,000+ for a mid-budget cross-platform release. The final budget depends on scope, platform, team size, art production, engineering complexity, QA coverage, audio, localisation, and certification. This guide breaks down realistic price ranges by tier and explains the production decisions that move the number up or down.

What drives video game development cost

Video game development cost is shaped by a small set of measurable production inputs. Team size and seniority usually account for 55 to 70 percent of the budget. Duration follows directly from scope: a focused mobile prototype takes 3–5 months, while a mid-budget cross-platform title can take 18–30 months. Tech stack choice affects licensing, tooling, and integration cost. Art scope is the single most volatile factor, because a 2D minimalist style can cost less than 10 percent of a fully animated stylised 3D pipeline. QA scope changes with platform count, online features, and certification targets. Audio, localisation, and store or platform certification add real fixed-cost layers that are often missed in early estimates. A clean cost model lists these inputs separately rather than rolling them into a single per-month figure.

  • Team size and seniority across design, engineering, art, QA, and production
  • Project duration measured from GDD approval to release-candidate build
  • Tech stack and engine choice (Unity, Unreal, custom, or hybrid)
  • Art scope: 2D, stylised 3D, or higher-fidelity stylised 3D production
  • QA scope: device matrix, automation, online features, certification
  • Audio production: SFX, music, voice-over, localised dialogue
  • Localisation, store submission, and platform certification fees

Cost by project scope: indie, mid-market, mid-budget cross-platform

Project scope is the cleanest way to anchor a budget conversation. Indie scope usually means a small focused team, one core mechanic, and a single launch platform. Mid-market scope adds polish, more content, broader QA, and often a soft live-ops plan. Mid-budget cross-platform scope covers multi-platform launch, deeper online features, larger art production, and a longer pre-production phase. Reference points from the indie and mid-budget market include titles like Vampire Survivors, Stardew Valley, Hades, Hollow Knight, and Among Us at the smaller end, and The Finals at the mid-budget cross-platform end. These titles are useful only as scope anchors. They are not promises of outcome. The table below summarises the working ranges Game-Ace uses for early estimates before a full technical review.

Scope tier Budget range (EUR) Duration Core team size
Indie mobile €50,000–€150,000 3–6 months 4–7
Mid-mobile €150,000–€500,000 6–10 months 7–12
Mobile multiplayer €500,000–€1,500,000 10–16 months 12–20
PC indie €100,000–€400,000 6–12 months 5–10
PC mid-market €500,000–€2,000,000 12–20 months 12–25
Mid-budget cross-platform €1,000,000–€5,000,000+ 18–30 months 20–40+

Cost by platform: mobile, PC, console

Platform choice changes both the engineering and the QA bill. Mobile production targets iOS and Android with a device matrix that grows quickly across screen sizes, GPUs, and OS versions. PC production usually targets a single storefront first, with Steam being the common baseline, and adds extra QA passes for input devices and resolution scaling. Console production adds platform certification and a longer submission cycle, with first-party requirements that influence build pipelines and patch policy. A mobile-first title that later ports to PC will save more than a multi-platform launch attempted at day one. The order of platforms is a budget decision, not only a creative one. Cross-platform planning works best when the engine, save format, and content pipeline are aligned from the first sprint, not retrofitted late in production.

Video game development cost by team model: in-house vs outsourced

The engagement model has a direct effect on total cost and on cash-flow shape. An in-house team carries fixed payroll, recruitment, equipment, and office overhead. An outsourced studio model converts those fixed costs into a project-based or sprint-based rate that scales with scope. Three engagement models are common at Game-Ace and across the wider market. Each one fits a different project stage. Studios usually combine two of them across the production lifecycle. A prototype phase often uses Co-development, the main production phase uses Full-cycle delivery or Team Extension, and live ops uses a smaller Team Extension setup. The right model depends on internal capacity, IP control, and how predictable scope is at kickoff.

  • Team Extension: dedicated specialists join the client pipeline under the client lead
  • Co-development: external team owns a defined system or feature with shared milestones
  • Full-cycle development: studio owns production from GDD to release-candidate build

Live ops and ongoing service cost

Live ops cost is the part of the budget that begins after launch and continues until sunset. A live-service title spends on content updates, server infrastructure, anti-cheat, customer support, analytics, A/B testing, and seasonal events. For a mid-mobile live-service game, monthly live-ops cost usually sits in the €30,000–€90,000 range once the team stabilises. For a larger multiplayer title, it can reach €120,000–€250,000 per month at peak content cadence. Server cost depends on concurrent users, region count, and matchmaking pattern. Content cadence depends on the live calendar agreed at launch. Studios that plan live ops during pre-production avoid the common mistake of treating it as a post-launch surprise. A live calendar, content tooling, and a small permanent team are usually defined before the release date is locked.

Post-launch support and content updates

Post-launch support covers stability work, content patches, store updates, and platform compliance. A focused indie title usually plans 3–6 months of post-launch support after release. A mid-mobile title usually plans 12–24 months of structured updates with seasonal content. A mid-budget cross-platform title plans a multi-year support window with at least one major content drop per year. Post-launch cost is often split between a small core team that owns the build and a content production team that produces new assets, missions, or modes. Studios that publish their patch cadence in advance protect retention better than studios that ship patches reactively. Patch validation, store re-submission, and platform certification stay part of the budget across the support window, even when individual updates look small from the outside.

Hidden video game development costs: licensing, audio, localisation, certification, marketing

Hidden costs are the line items that show up after the engineering and art budget is signed off. Engine licensing depends on the chosen stack and the revenue model. Middleware (audio, networking, anti-cheat, analytics) adds per-seat or per-title fees. Original audio production, music licensing, and voice-over recording often sit in the €20,000–€150,000 range for a mid-mobile title. Localisation costs scale by language count and word count, with a typical mid-mobile localisation pass for 8–12 languages costing €25,000–€80,000. Platform certification covers store fees, age-rating submission, and platform compliance reviews. Marketing budget is separate from production budget and usually sits outside the studio scope, but it should be agreed in parallel so the launch window is realistic.

Cost driver Pre-production % Production % Live ops %
Game design 25–35% 8–12% 5–10%
Art production 20–30% 30–40% 25–35%
Engineering 25–35% 30–40% 30–40%
QA and certification 5–10% 10–15% 10–15%
Audio, localisation, PM 10–15% 8–12% 15–20%

About Game-Ace

Game-Ace has worked on game production since 2005, with 120+ in-house specialists and 200+ delivered games. The studio supports Team Extension, Co-development, and full-cycle game development for mobile, PC, and cross-platform projects. Selected case studies are available in the Game-Ace portfolio, with more references available under NDA. Teams that want a realistic budget range before scoping can contact our team for a technical review and a price estimate based on the agreed production targets.

Video game development cost: frequently asked questions

Eight production inputs explain most of the variance in a video game budget. Each one can be measured before a project starts, so a credible estimate lists them separately rather than rolling them into a single per-month rate.
  • Team size and seniority across design, engineering, art, QA, and production
  • Project duration from pre-production through release-candidate build
  • Tech stack and engine choice, including middleware licensing
  • Art scope and pipeline (2D, stylised 3D, animation, VFX, cinematics)
  • QA scope, device matrix, automation, and online feature coverage
  • Audio production including SFX, original music, and voice-over
  • Localisation language count and word count for UI and dialogue
  • Platform certification, store fees, and age-rating submissions

An indie video game usually costs between €50,000 and €400,000 depending on platform and team setup. A focused mobile indie often lands at the lower end, while a PC indie with deeper systems and broader QA usually sits in the upper half of that range.

Yes, outsourcing usually lowers total cost compared with hiring an in-house team for a single project. The studio rate already covers payroll, recruitment, equipment, and overhead, and the team scales up or down as the production phase changes. Game-Ace teams join under Team Extension, Co-development, or Full-cycle delivery, with NDA and IP transfer agreed before the first sprint.

Duration depends on scope. A focused mobile indie usually takes 3–6 months from GDD approval to store-ready build. A mid-mobile title with broader content and live-ops support takes 6–10 months. A PC mid-market title takes 12–20 months. A mid-budget cross-platform release usually takes 18–30 months, with a longer pre-production phase to lock the production pipeline before content scales.

Three engagement models cover most studio relationships. Each one fits a different project stage and a different level of internal capacity.
  • Team Extension: dedicated specialists join the client pipeline under the client lead
  • Co-development: external team owns a defined system or feature with shared milestones
  • Full-cycle development: studio owns production from GDD to release-candidate build

Live ops cost depends on title size, online complexity, and content cadence. A mid-mobile live-service title usually spends €30,000–€90,000 per month once the team stabilises. A larger multiplayer title can reach €120,000–€250,000 per month at peak content cadence. Server cost, content tooling, and the live calendar are usually planned before launch rather than after.

Engine choice affects licensing, tooling, and integration cost, but it is rarely the largest factor. Team size, duration, and art scope move the budget more than the engine itself. Engine choice still matters for long-term maintenance, platform reach, and hiring.
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