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Ocean View Games
How Much Does Game Development Cost?

How Much Does Game Development Cost?

A guide to game development pricing in 2026, by genre, team size, platform, art style and features. Every figure comes from our free cost estimator, built on UK market rates and our senior engineers' 12 and 14 years of production experience.

David Edgecombe

By David Edgecombe

·Last reviewed
Estimate Your Own Project

Estimate Your Own Project

Pick your genre, platform, art style, team and features to get a live cost range for your game, see what drives it and where you could save. Every figure in this guide comes from this tool.

Open the free cost estimator →

The Short Answer

A small hyper-casual game from a solo developer starts at £7,500 to £15,000. A casual mobile game from a two-person team comes to £20,000 to £41,000, and an action or adventure game from a team of three or four to £125,000 to £245,000. Online and live-service games cost the most: an MMO from two developers starts at £325,000 to £655,000.

Each estimate is a range whose top is about twice its bottom. Where your project lands in it depends on how settled the design is and how much polish it needs. The tables below show every choice that moves it.

How the Estimate Is Built

Every estimate starts from the work a genre takes in days, then multiplies it by each choice you make. Each discipline's days are costed at its own rate: £500/day for engineering, £350/day for art, £400/day for design and production, and £250/day for QA. A port is priced by our porting estimator instead.

The multipliers compound, so three features at ×1.2 add 73%, not 60%. Online multiplayer is the one exception to pure multiplication: it always adds at least £5,000, because networking and testing across several devices cost about the same however small the game.

Base costs per genre combine typical team composition and production time from our shipped projects with UK contract market day rates (IT Jobs Watch) and UK earnings data (Office for National Statistics Annual Survey of Hours and Earnings). Industry context comes from TIGA research. Figures are reviewed quarterly. Last updated: October 2026.

Cost by Game Genre

Genre sets the base cost. These ranges are for one mobile store, stylised 2D art and medium content, with no backend, audio or extra features.

Estimated cost by genre and team size
GenreTypical examplesSolo DeveloperDuo DeveloperSmall (3-4)
Hyper-casualTap-to-play games built around one mechanic£9,000 to £18,000£10,000 to £20,000£12,000 to £23,000
Casual / PuzzleMatch-3, word and brain-training games£18,000 to £35,000£20,000 to £41,000£23,000 to £47,000
Card / Board GameCard battlers and digital board games£22,000 to £44,000£26,000 to £51,000£29,000 to £59,000
Educational / Serious GameCurriculum apps, museum interactives, training games£35,000 to £71,000£41,000 to £82,000£47,000 to £94,000
Platformer / Runner2D platformers and endless runners£44,000 to £89,000£51,000 to £100,000£59,000 to £115,000
Simulation / TycoonTycoon, management and idle games£84,000 to £170,000£97,000 to £195,000£110,000 to £225,000
Action / AdventureAdventure, hack-and-slash and shooter games£93,000 to £185,000£105,000 to £215,000£125,000 to £245,000
RPG / StrategyTurn-based RPGs, 4X strategy, tower defence£100,000 to £200,000£115,000 to £230,000£130,000 to £265,000
MMO / Live-ServicePersistent online worlds and competitive live games£285,000 to £570,000£325,000 to £655,000£375,000 to £750,000

Team Size

Team size trades time for money. A bigger team finishes sooner, but not in proportion to its size, because coordination takes a growing share of everyone's time, so it costs more in total. The multiplier is people × time against a two-person team.

Team size multipliers
TeamMultiplierCasual mobile gameTimeline
Solo Developer×0.87£18,000 to £35,0008 to 17 weeks
Duo Developer×1£20,000 to £41,0005 to 10 weeks
Small (3-4)×1.15£23,000 to £47,0003 to 6 weeks
Medium (5-6)×1.25£26,000 to £51,0002 to 4 weeks
Large (7-10)×1.38£28,000 to £56,0001 to 3 weeks
Studio (10+)×1.5£30,000 to £61,0001 to 2 weeks

Cost by Platform

One mobile store is the baseline. Each extra platform adds its own input, certification and testing.

Platform multipliers
OptionMultiplierWhat it covers
Mobile (Single OS)×1The baseline: one store and one family of devices to test.
Mobile (iOS & Android)×1.2Two stores, two device families and two review processes.
PC / Desktop×1.1Keyboard, mouse and controller input, higher resolution assets, storefront integration.
Console (Single)×1.6Devkits, platform certification and a controller-first interface.
Console (Multiple)×2Certification and performance work repeated for each console.
Cross-Platform (Mobile + PC)×1.55An interface that works for touch and mouse, with builds and testing for each platform.
Cross-Platform (All)×2.5Every platform's input, certification and testing in one release.

Cost by Art Style

Art style is the choice with the widest spread after team size: photorealism costs eight times a minimal interface.

Art style multipliers
OptionMultiplierWhat it covers
Text / Minimal UI×0.5Interface-led games with little or no illustration.
Pixel Art×0.8Small sprites that are quick to draw and animate.
Hand-drawn 2D×1Illustrated, painterly art.
Stylised 2D×1Flat or vector 2D art, the baseline.
Stylised 3D (Low-Poly)×1.3Simple models and textures with stylised lighting.
Stylised 3D (Detailed)×1.4Detailed stylised models, rigs and animation.
Realistic 3D×2Realistic models, materials and lighting.
Photorealistic 3D×4Scanned or film-quality assets, the costliest look.

What Drives Cost Up

Each feature multiplies the estimate, and they compound with each other.

Feature multipliers
OptionMultiplierWhat it covers
Local Multiplayer×1.2Shared-screen or same-device play, with no networking.
Monetisation / IAP×1.1In-app purchases, adverts and the store setup behind them.
Localisation (Multi-Language)×1.2Translated text and layouts that fit longer languages.
Live Ops / Seasonal Content×1.3Events, remote configuration and seasonal content.
Procedural Generation×1.2Generated levels or items: less art, more engineering.
Advanced AI / Pathfinding×1.1Enemy behaviour, navigation and difficulty tuning.
Accessibility Features×1.05Remappable controls, text scaling and colour-blind modes.
VR / AR Support×1.25Headset or camera interaction, and comfort testing.
Cross-Save / Cross-Play×1.4Shared accounts and progress across platforms.
User-Generated Content Tools×2Editors, sharing and moderation for player-made content.

Scope, Backend and Starting Point

How much content you need, what runs on a server and what already exists all move the estimate.

Content volume multipliers
ContentMultiplierPlaytime
Prototype / MVP×0.5Core loop only
Small×11-2 hours playtime
Medium×1.23-8 hours
Large×1.410-20 hours
Very Large×1.820+ hours or endless
Starting point multipliers
Starting pointMultiplierWhat exists
From Scratch×1Greenfield project
Existing Prototype×0.9Foundation already built
Existing Codebase / Sequel×0.8Major systems reusable
Port from Another PlatformPriced as a portCore game complete
Backend multipliers
BackendMultiplier
Offline Only×1
Simple (Leaderboards, Cloud Saves)×1.2
Moderate (Accounts, Analytics, CMS)×1.4
Complex (Real-Time Servers, Matchmaking)×2
Audio multipliers
AudioMultiplier
None×1
Library/Licensed SFX×1.1
Library/Licensed Music×1.1
Custom SFX×1.25
Custom Music×1.25

Worked Examples

What the estimator gives for some of the briefs we see most often.

Worked cost examples
ProjectChoicesEstimate
Card game with local multiplayerCard / Board Game, Mobile (Single OS), Stylised 2D, Small content, Solo Developer, Local Multiplayer£22,000 to £44,000
Casual puzzle gameCasual / Puzzle, Mobile (iOS & Android), Stylised 2D, Medium content, Duo Developer, Library/Licensed SFX, Monetisation / IAP£30,000 to £59,000
Educational app for schoolsEducational / Serious Game, Mobile (iOS & Android), Stylised 2D, Medium content, Duo Developer, Simple (Leaderboards, Cloud Saves) backend, Accessibility Features£62,000 to £125,000
Console port of a platformerPlatformer / Runner, Console (Single), Stylised 2D, Medium content, Duo Developer, Port from Another Platform£35,000 to £70,000
Online card gameCard / Board Game, Mobile (iOS & Android), Stylised 2D, Medium content, Duo Developer, Complex (Real-Time Servers, Matchmaking) backend, Monetisation / IAP£67,000 to £135,000
PC action adventureAction / Adventure, PC / Desktop, Stylised 3D (Low-Poly), Medium content, Duo Developer, Custom SFX, Custom Music£235,000 to £470,000

Where the Budget Goes

Engineering is always the largest share. Art-heavy and engineering-heavy projects move it in opposite directions.

Budget split by project profile
Project profileDevelopment & EngineeringArt & DesignQA & TestingProject Management
Typical 2D game65%17%9%9%
Stylised or realistic 3D60%22%9%10%
Large content volume62%20%9%10%
Engineering-heavy (online multiplayer and AI)70%14%9%7%
Team of seven or more62%17%9%12%

What does a UK Unity agency charge per day?

Our standard day rate for senior Unity development is £500 plus VAT per engineer. The rate we agree can vary with the client, the scope of the work and the budget available.

The day rate applies to co-development and other ongoing time-and-materials work, where you book engineering capacity rather than a fixed deliverable. It also covers ad hoc fixes once the 30-day bug warranty on delivered work has ended. Technical audits, discovery and advisory work are charged at a higher audit rate of £750 per day. VAT at 20% applies to UK clients.

Well-defined scopes, such as ports and prototypes, are quoted at a fixed price instead. We estimate the days involved, agree the deliverables and milestones with you, and the price covers that agreed scope.

As a worked example, a prototype estimated at 20 days of senior development comes to 20 × £500 = £10,000 plus VAT, or £12,000 including VAT for a UK client.

To model a longer engagement, try the co-development cost estimator.

From a guide price to an agreed scope

The ranges in this guide and our calculators are starting points for planning. Your brief, feedback and requested changes may increase or decrease the scope and estimated cost. We confirm the pricing basis before work starts and agree any later changes to scope, cost or timing with you before carrying them out.

A paid technical audit reviews an existing project and provides prioritised findings. A prototype tests an agreed gameplay or technical idea with a focused playable build. Each is scoped and priced separately from full development; neither commits you to commissioning the next stage.

For development, we agree deliverables, milestones and a fixed-price or time-based arrangement. Fixed-price packages cover their agreed scope; a full-project minimum does not automatically apply to an audit or smaller package. Your proposal sets out the fees and applicable VAT.

Share your goals, target platforms, existing assets or build, and any budget or deadline you have in mind. An unfinished brief is welcome. Our first conversation identifies what needs reviewing and the next useful deliverable before we prepare a proposal.

How to Reduce Costs Without Cutting Corners

Start with a Prototype

Build the core loop first and test it with players before committing to full production. In our estimator a prototype scope costs 50% of a small game's, and it tells you whether the concept works.

Use a Co-Development Partner

A co-development studio scales with your project: you pay for capacity when you need it, not when you don't. No recruitment costs, no bench time between projects.

Build on What Exists

An existing prototype takes the estimate to 90% and an existing codebase to 80%. We maintain reusable Unity modules for interface, analytics, monetisation and networking for the same reason.

Scope Ruthlessly

Every feature has a cost, and features compound. Cut the ones that don't directly serve the core experience. A polished small game outperforms a bloated large one.

Choose the Right Art Style

Stylised 2D is the baseline, realistic 3D doubles it (×2) and photorealism quadruples it (×4). Match the art style to your budget, not your aspirations.

Plan for One Platform First

Ship on one platform, prove the game, then port. Launching everywhere at once is ×2.5 the cost of one mobile store, which is only worth it if your business model needs a simultaneous launch.

Get a cost range for your game

The free cost estimator turns your genre, platforms and features into a range you can budget against.

Open the cost estimator

Frequently Asked Questions

A small hyper-casual game from a solo developer starts at £7,500 to £15,000. A casual or puzzle game for iOS and Android from a two-person team, with monetisation, comes to £27,000 to £54,000. An RPG or strategy game from the same team is £140,000 to £275,000. The final cost depends on art style, feature set, content volume, team size and backend requirements.
A PC build costs ×1.1 the same game on one mobile store, for higher resolution assets and keyboard, mouse and controller input. A single console is ×1.6, for certification (Sony TRC, Microsoft XR), devkits and platform-specific optimisation. A platformer for PC from a two-person team comes to £56,000 to £110,000. For your own project, use our free cost estimator tool.
Genre and team size. Genre sets the base cost for a two-person team, from £8,500 to £17,000 for hyper-casual to £270,000 to £545,000 for an MMO, and team size moves it from ×0.87 for a solo developer to ×1.5 for a studio team. After those, an online backend with real-time servers and matchmaking is the largest single choice at ×2. Online multiplayer adds at least £5,000, however small the rest of the game.
Yes. Many successful indie games were made with modest budgets by focusing on a tight core loop and minimal viable scope. We recommend starting with a prototype to validate your concept before committing to full production. Our game design services can help you scope a realistic first release.
For fixed-price projects we typically work with milestone-based payments: a deposit, then payments at Alpha, Beta, and Gold Master. For ongoing co-development we offer monthly retainers. Visit our How We Work page for more detail on engagement models.
Ocean View Games charges £500 per engineer per day plus VAT for senior Unity development. VAT at 20% applies to UK clients. The day rate covers co-development, ongoing time-and-materials work and ad hoc fixes after the 30-day bug warranty. Technical audits, discovery and advisory work are charged at a higher audit rate of £750 per day. Every engineer bills at the same rate, so two developers cost £1,000 per day.
Neither is cheaper by default, because both are built from the same £500 day rate. A fixed price suits a well-defined scope such as a port or a prototype: you know the cost before work starts, and any change to the scope is agreed with you first. A day rate suits work whose scope will move, such as co-development or ongoing fixes, because you pay only for the days used and can change direction without renegotiating. If the scope is still uncertain, a short piece of discovery or a paid technical audit is usually the cheapest way to find out which model fits.
On a typical 2D game: Development & Engineering 65% (programming, systems, backend and platform optimisation), Art & Design 17% (concept art, interface, animation and effects), QA & Testing 9% (device testing, performance profiling and regression testing) and Project Management 9% (planning and client communication). 3D art and large content move budget towards art; online multiplayer moves it towards development.
Outsourcing can reduce costs, but the savings depend heavily on the partner and model. Freelancers offer the lowest day rates but require more management overhead. Co-development studios (like OVG) cost more per hour but deliver coordinated teams with established processes, which often reduces total project cost through fewer errors and faster delivery. See our timeline guide for how team model affects schedule.
Start with our free cost estimator for a planning range, then get in touch with your goals, platforms, existing assets and intended timeline. An unfinished brief is welcome. We discuss what needs reviewing and whether a separately scoped paid audit or prototype would help. Costs may increase or decrease as your brief, feedback or requested changes affect the scope. We confirm the scope and pricing basis before work starts and agree any later changes with you before carrying them out.