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Ocean View Games
Game Development Timeline Estimator

Game Development Timeline Estimator

How long does it take to make a game? Pick your genre, platform, scope and team to see a live timeline with its cost, what drives it and where you could save time. Then download it as a PDF or share the link with your team. No sign-up required.

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

7 weeks

Range 5 to 10 weeks

Short buildA focused game or prototype, under three months

Cost£29,000£20,000 to £41,000 with 2 people

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

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
Next steps
Similar to our work onNub RemakeFor Inferna Games

Turn this estimate into a plan

Send us this estimate. We will book a free discovery call and turn it into a milestone plan and a costed proposal for your project.

Save and share

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.

Timeline and Budget Together

Timeline and budget are directly linked, so the estimator shows both. A faster timeline means a larger team, which costs more. Change the team size to see the trade-off, and download the PDF or the grant budget spreadsheet to share it. If your timeline and budget do not align, we can help you find the right scope. Preparing a funding bid? See how we support research and grant-funded projects.

How We Calculate

One Engine for Time and Cost

This is the same estimator as our cost estimator, with the timeline shown first. Your answers produce days of work in each discipline. Shared across your team they are the timeline, and costed at each discipline's day rate they are the cost, so the two figures always agree. The base ranges draw on published post-mortems, GDC talks, and our senior engineers' own production data from 12 and 14 years across mobile, educational, and multiplayer titles.

Team Size With Diminishing Returns

A bigger team finishes sooner, but not in proportion to its size: coordination takes a growing share of everyone's time. So every extra person shortens the timeline a little less and adds to the total cost, which the estimate shows side by side.

Console Certification

Console releases add the platform holder's certification review to the end of the schedule. It is fixed calendar time that a bigger team cannot compress, so it adds weeks to the timeline without adding to the build cost.

Frequently Asked Questions

In our estimator a small hyper-casual game from a solo developer takes 3 to 7 weeks. A casual or puzzle game for iOS and Android from a two-person team takes 6 to 12 weeks, and an RPG or strategy game from the same team 7 to 15 months. The biggest factors are art style, content volume, team size and whether multiplayer is involved. The estimator shows the cost beside the timeline, so you can see the budget implications as you go.
A 2D game can range from a few weeks to well over a year. With a two-person team, a casual puzzle game in stylised 2D takes 5 to 10 weeks, and a 2D platformer with large content in hand-drawn art takes 14 to 28 weeks. Pixel art is typically faster to produce than hand-drawn illustration, and content volume is the other major factor.
Indie games vary enormously. In our estimator a solo developer building a small hyper-casual game takes 3 to 7 weeks, while a solo developer on a platformer takes 21 to 42 weeks. Ambitious indie projects such as large RPGs can take several years. The key factors are scope, team size, and whether team members are working full-time.
Game development typically follows five phases, and our estimator divides the build between them in these shares: Pre-production (17.5% of the build) covers design documentation, architecture planning, and art exploration. Prototyping (12.5%) builds the core gameplay loop and validates feasibility. Production (45%) is the main build phase for gameplay, art, audio, and UI. Polish and QA (17.5%) focuses on bugs, performance, testing, and balancing. Launch preparation (7.5%, plus any console certification) handles certification, store listings, and submission. Read our full timeline guide for details on each phase.
Faster, but not proportionally, and never cheaper. A team of 10 is not 10 times faster than one developer. Adding people introduces communication overhead, code integration challenges, and dependency management. Our estimator uses diminishing returns: against a solo developer, a two-person team takes 0.57x the time, a team of five or six 0.24x and a studio team of more than ten only 0.11x. Because every extra person is paid for the whole schedule, the cost rises as the timeline falls.

Turn your estimate into a milestone plan

Your estimate is a starting point. Send us your scope, team and deadline and we will turn it into a realistic milestone plan. We reply within 1 to 2 business days, and the first call is free.

Send your scope and deadline