Direct financial and engineering projection based on video game industry dev models
Verified Engine Specs (C++, Java, GM, Unity)
Project ParametersReal-time engine
Quick Presets
Projected Total Budget
$5,000 - $20,000
Estimated Timeline
3 - 6 months
Estimated budget of $5,000 to $20,000, 3-6 month timeline, minimal camera friction, fixed $100 engine fee + standard platform revenue shares, and straightforward X/Y axis sprite movement.
Engine License
Fixed $100
Camera Complexity
Low (Flat X/Y)
Est. Monthly Burn
$2,500 / mo
Milestone Cost Allocation
Department / Milestone
Share
Est. Cost
Engineering & Code
50%
$6,000
Art, Rigging & Animation
30%
$3,600
Design, Audio & Production
15%
$1,800
QA, Tools & Overhead
5%
$600
Based on standard indie developer averages ($40k-$60k annual pro-rated baseline for dedicated team members).
Technical Hurdles & Friction
Camera & View Frustum1 / 5
Camera tracks flat along horizontal X/Y planes. Zero 3D rotation, pitch, or occlusion clipping.
Kinematics & Math (Degrees of Freedom)2 / 12 DoF
Standard 2D axis physics: movement along X and Y axes. Simple AABB bounding-box collision detection.
Asset Pipeline OverheadLow
Sprite sheets and atlas packing. No UV wrapping, LOD meshes, or skin weighting required.
Development Planning Brief
Populated development specifications ready for your publisher pitch or design document:
Game budget branch arithmetic
Read the explanation
Outside fixed fixture and massive-scale branches, source entered team size multiplies assumed forty-five hundred dollars monthly salary and project months. Hypothetical three people for six months give eighty-one thousand before art/dimension/overhead; twelve months double it. Bars share point zero zero three five pixels per dollar. Salary and project feasibility are assumptions, not a hiring quote. Hypothetical low-poly art applies source multiplier one point four five to eighty-one thousand, giving one hundred seventeen thousand four hundred fifty. Three-dimensional multiplier one point eight then gives two hundred eleven thousand four hundred ten. Bars share point zero zero two five pixels per dollar. Multipliers represent programmed scenario weights, not measured development difficulty. Exact small 2D GameMaker sprite fixture with at most two people and six months bypasses dynamic multiplication and assigns five thousand to twenty thousand dollars. Bars compare interval endpoints at point zero two five pixels per dollar. That branch is not proof of actual staffing cost, engine license terms or delivery time. Full original raw brief/reset/native resize/first-footer checks preserve controls and existing estimates.