They’re not a consistent size over the life of a project. They also contract out a lot of stuff later on to avoid ramping the team up too much.
Look at Epic games, ~5k staff before the recent layoff. The games they developed over the past 10+ years aren’t even AAA production levels.
ampersandrew@lemmy.world 1 day ago
Halve the employees and double the salary, and you’ll be closer. Few people on a team will gross $120k, but benefits are part of that cost too.
ms_lane@lemmy.world 1 day ago
Third the employees.
Reminder that Skyrim was made with a staff of ~300, that included revamping Gamebryo into Creation.
Devs with ~1000 devs using UE5 - what are the people even doing other than useless meetings?
SkunkWorkz@lemmy.world 17 hours ago
Most of the personnel growth is probably in asset creation. The more realistic you want assets to look the more man hours you need to put in. Even with modern tools it is just gonna take longer to make those assets. Like instead of making a human model by directly manipulating polygons that makes it immediately game ready they first sculpt it in ZBrush then retopo to a lower polygon count to make it game ready. And then add complex facial rigs for cut scenes, high res textures etc.
It’s why companies like Sony hire these studios in China and India where hundreds of people work just making assets.
ampersandrew@lemmy.world 18 hours ago
Skyrim was made two console generations ago, so I’m afraid you can’t use it as any sort of metric for how games are made today. Starfield’s team was about 100 people larger.
iamthetot@piefed.ca 1 day ago
And taxes.
ampersandrew@lemmy.world 1 day ago
I’m not a tax expert, but I think the taxes are applied after gross. Taxes on money coming in, not going out. So that ~$120k is what the company spends, but it’s not what the employee sees.
iamthetot@piefed.ca 1 day ago
Sorry that I was not more clear. The company is paying the employee 120k gross, yes, but then also paying other things behind the scenes like other taxes and unemployment insurance, etc.