What a budget should include
List production deliverables, platform targets, team allocation, content volume, QA and release responsibilities. State exclusions and contingency assumptions separately.
Cost guide
Game development cost depends on scope, genre, platforms, art complexity, backend systems, QA coverage and post-launch support.
Our current planning ranges are $6,500–$15,000 for a prototype over 4–6 weeks, $25,000–$50,000 for a vertical slice over 8–16 weeks, and full production from $50,000 over 6–12+ months. These are CrocoApps planning starting points in USD, not market averages or fixed quotes.
List production deliverables, platform targets, team allocation, content volume, QA and release responsibilities. State exclusions and contingency assumptions separately.
Historical case budgets describe individual projects and their recorded scope. They do not set the current price of a new project or prove that equivalent results can be delivered for the same amount.
This cost guide explains cost factors instead of promising a single fixed number for every project.
iOS, Android, PC, Steam, WebGL and VR each add platform-specific requirements.
2D, 3D, animation, UI, technical art and visual fidelity change production effort.
Accounts, profiles, leaderboards, matchmaking, cloud saves and admin panels add scope.
Device coverage, regression, compatibility, store requirements and LiveOps affect budget.
Starting points
These packages are practical starting points for scoping. Final timing and budget depend on platform, content volume, art fidelity, backend and technical risk.
4–6 weeks
$6,500–$15,000indicative budget
For testing the core loop and the highest-risk mechanic before committing to production.
8–16 weeks
$25,000–$50,000indicative budget
For demonstrating representative gameplay, visuals and production quality to stakeholders or publishers.
6–12+ months
From $50,000scope-based budget
For a complete production roadmap from approved concept or slice through launch and support.
Budget ranges are planning estimates, not fixed quotes. A scoped estimate follows review of your brief, GDD, prototype or existing build.
Platform choice changes integration, performance and testing work. A shared codebase still needs platform-specific acceptance criteria.
Device coverage, touch UI, platform SDKs, signing, purchase flows and store submission add work beyond the core game loop.
PC budgets depend on hardware profiles, input options and storefront features. Console estimates additionally require confirmed platform access, middleware compatibility and certification scope.
Budget for download size, browser memory, touch and keyboard input, hosting, embedding and compatibility tests.
Interaction prototypes, hardware-specific testing, comfort, tracking and performance targets must be costed separately.
Genre is a useful scope signal, but content volume and connected systems usually matter more than the label.
A compact mechanic can reduce initial scope; content variations, ads, analytics and iteration still require a budget.
Progression, economies, combat systems, characters and repeated content production increase dependencies and QA effort.
Networking, simulation rules, balance, persistence, concurrency testing and operations expand both production and running costs.
Content approval, learning feedback, brand reviews, localization and fixed campaign dates affect staffing and schedule.
Estimate effort by role and month or milestone; headcount alone does not define the cost or delivery speed.
Production labor = the sum of each role’s agreed rate × allocation × engagement duration. Add approved external costs and a separately stated risk allowance.
A designer or product owner, engineer, shared artist and QA allocation can suit a bounded prototype. Confirm responsibilities that remain with the client.
Engine, backend, art, animation, QA and production roles work on different dependencies. Extra people do not automatically shorten a blocked critical path.
A monthly team proposal should identify roles, seniority, allocation, included management, working hours and notice terms. Rates are quoted for the proposed team.
Separate the decision to validate an idea from the decision to fund content production and a live release.
Requirements, GDD, technical risks, art direction and a production plan reduce uncertainty. Confirm whether discovery is a separate paid phase.
A prototype tests a loop or technical risk. A vertical slice demonstrates representative production quality in a limited section.
An MVP needs a complete minimum product for its intended audience. A full release expands content, polish and operating scope. Neither should inherit a prototype price without a new estimate.
Budget for testing, store or platform feedback, release preparation, monitoring, maintenance and future content. Post-launch work is scoped separately.
Neither engine makes every project cheaper. Compare the work required to reach the same acceptance criteria.
Reusing a compatible codebase and experienced team may reduce onboarding. Changing engines can require rebuilding tools, content and integrations.
Rendering requirements, asset complexity and low-end hardware constraints shape engineering and optimization effort in either engine.
Itemize plugins, assets, middleware and any applicable engine or platform fees using the terms relevant to your project at contracting time.
Prototype the highest-risk mechanic, integration or performance target before estimating the entire production around it.
Reduce uncertainty and unnecessary scope before reducing essential testing or ownership controls.
Start with the smallest build that can answer the next product or technical question.
Choose a primary target and a bounded content set; estimate expansion after performance and player assumptions are tested.
A representative asset and a working integration can expose costly mismatches before bulk production.
Separate release-critical work from later features, document change decisions and reserve time for regression QA.
A realistic estimate comes from documented scope, not a generic calculator.
We review GDD, prototype, feature list, roadmap or build.
Features, platforms, content volume and dependencies are clarified.
Roles and timeline are mapped to the production model.
We prepare budget range, milestones and assumptions.
Project budget examples
Compare a compact Android arcade game, a cross-platform mobile game and a PC strategy project. These historical budgets describe the listed projects; your estimate depends on the scope agreed today.
This compact Android arcade case included gameplay, game art, frontend and backend programming, and release-oriented production.
Mobile game development, gameplay design and optimization for a cross-platform release.
The case scope includes RTS systems, economy logic, multiplayer battles, rating, UI, 3D assets, QA and optimization.
Send the current scope, platform targets and materials, and we will identify the next estimating step.