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Game Development Cost Estimator

Game Development Cost Estimator

How much does it cost to make a game? Pick your genre, platform, art style and features to see a live cost and timeline, what drives them and where you could save. Then download it as a PDF or share the link with your team.

Genresets the base cost
Platform

Content volume
Team sizebigger teams finish sooner but cost more
Starting point

Art style
Audioselect all that apply

Backend
Featuresselect all that apply

Your estimate

£29,000

Range £20,000 to £41,000

Indie scaleTypical of a polished indie or mobile release

Timeline7 weeks5 to 10 weeks with 2 people

Where the budget goes

Development & Engineering 65%
£13,000 to £26,000
Art & Design 17%
£3,500 to £7,000
QA & Testing 9%
£2,000 to £3,500
Project Management 9%
£2,000 to £4,000

Where the time goes

Pre-Production 18%
1 to 2 weeks
Prototyping 9%
1 week
Production 45%
2 to 5 weeks
Polish and QA 18%
1 to 2 weeks
Launch Prep 9%
0 to 1 weeks
Next steps
Similar to our work onNub RemakeFor Inferna Games

Turn this estimate into a costed proposal

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Applying for funding? We write the costed outline and letter of support for your bid at no charge. See grant-funded projects

How this is calculated

Base: Casual / Puzzle
40 to 80 days
Platform: Mobile (Single OS)
×1
Art style: Stylised 2D
×1
Content: Medium
×1.2
Team: Duo Developer
×1
Starting point: From Scratch
×1
Backend: Offline Only
×1
Days of work
48 to 96
Development & Engineering at £500/day
£13,000 to £26,000
Art & Design at £350 art, £400/day design
£3,500 to £7,000
QA & Testing at £250/day
£2,000 to £3,500
Project Management at £400/day
£2,000 to £4,000
Cost, rounded
£20,000 to £41,000
Shared across 2 people
5 to 10 weeks
Timeline
5 to 10 weeks

Every multiplier applies to the whole base range, and each discipline's days are costed at its own day rate. Each central figure is the middle of its range on a log scale. The timeline is the same days of work shared across your team, so the cost and the timeline always agree: a bigger team finishes sooner but costs more, because coordination takes a growing share of everyone's time.

A planning guide, not a quote. Costs and timelines may increase or decrease as your brief, feedback or requested changes affect the scope, assets and technical requirements. We confirm the scope, milestones and pricing basis before work starts and agree any later changes with you before carrying them out.

Dollar and euro figures use an illustrative conversion at a fixed September 2026 rate, not a live exchange feed. We quote and invoice in GBP.

How We Calculate

Market-Based Costs

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.

Compounding Multipliers

Nine dimensions (platform, genre, art style, content volume, team size, audio, backend, starting point, and features) each apply a multiplier to the genre's base days of work. Features compound multiplicatively, producing a realistic combined uplift rather than a simple sum. Online multiplayer always adds at least £5,000, however small the rest of the game. Choose a port as your starting point and it is priced with the same engine as our porting cost estimator, so the two tools always agree. Open "How this is calculated" beside your estimate to see every multiplier applied to your base range.

Cost and Timeline Together

The estimate is days of work, each discipline costed at its own rate: £500/day for engineering, £350/day for art, £400/day for design and production and £250/day for QA. The same days shared across your team are the timeline, so the tool shows how long the build takes as well as what it costs. A bigger team finishes sooner but costs more in total, because coordination takes a growing share of everyone's time. Console releases add certification weeks to the timeline but not to the cost.

Dynamic Budget Breakdown

The total is split across Development, Art & Design, QA, and Project Management. Percentages adjust dynamically based on your selections. Art-heavy projects shift budget towards design; engineering-heavy builds with complex backends shift it towards development; larger teams increase the project management allocation.

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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 about 10% more than the same game on one mobile store, for higher resolution assets and keyboard, mouse and controller input. A single console adds about 60%, for certification, devkits and platform-specific optimisation. A platformer for PC from a two-person team comes to £56,000 to £110,000.
The biggest cost drivers are:
  • Game complexity and genre - a casual mobile game from a two-person team comes to £20,000 to £41,000, and an MMO with the same answers to £325,000 to £655,000.
  • Art style - the same casual game comes to £16,000 to £33,000 in pixel art and £40,000 to £80,000 in realistic 3D.
  • Content volume - as a prototype it comes to £8,500 to £17,000, and with very large content (20+ hours or endless) to £30,000 to £61,000.
  • Team size - larger teams deliver faster but cost more due to coordination overhead.
  • Starting point - porting or building on an existing codebase is significantly cheaper than starting from scratch.
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 MVP.
This tool provides a planning guide based on your selections. Costs may increase or decrease as we review your assets, codebase and technical requirements, or as your feedback and 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. Contact us to discuss a project-specific estimate.
Yes. 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.
A larger team finishes sooner but costs more in total, because more developers means more communication channels, more meetings, more complex version control workflows, and dedicated project management. This coordination overhead is related to what Brooks's Law describes: adding people to a project that is already running late tends to slow it down further, rather than speed it up. In our estimator a casual mobile game takes a solo developer 8 to 17 weeks for £18,000 to £35,000, and a team of five or six 2 to 4 weeks for £26,000 to £51,000.
When porting, the core game design, assets, and much of the codebase already exist. The work focuses on platform adaptation: input remapping, performance optimisation, UI scaling, and platform-specific certification. In our estimator a port is priced with our porting estimator: a pixel-art platformer going from PC to iOS and Android comes to £24,000 to £60,000, against £49,000 to £98,000 to build it from scratch. Our porting and optimisation service specialises in exactly this.
Timelines vary enormously by scope, and this estimator shows the schedule beside the cost. A small hyper-casual game from a solo developer takes 3 to 7 weeks. A casual game for iOS and Android from a two-person team takes 6 to 12 weeks. An action or adventure game for PC from a team of three or four takes 16 to 32 weeks. Use our timeline estimator for a phase-by-phase breakdown.