Skullgirls Developers Want $150,000 To Develop Additional Character

Update: It appears that I may have jumped the gun (quite terribly, in fact) on how much it would cost to develop a single character for a fighting game—much less a game in general, and that I was unfair in saying that the developers are “out of their minds.” Kotaku has spoken to Skullgirls dev Peter Bartholow to get a breakdown of the costs involved in developing Squigly and the math, while admittedly still mindblowing, totally adds up.

Here’s where all the money is going (via Kotaku):

$48,000: Staff Salaries – 8 people for 10 weeks

$30,000: Animation and Clean-up Contracting

$4,000: Voice recording

$2,000: Hit-box Contracting

$5,000: Audio Implementation Contracting

$20,000: QA Testing

$10,000: 1st Party Certification

$10,500: IndieGoGo and Payment Processing Fees

$20,500: Manufacturing and Shipping Physical Perks

If you’d like to pitch into the game’s development, you can do so at their IndieGoGo page.


Original post: The developers of Skullgirls have announced (via Shoryuken) that they are seeking $150,000 to develop a single character called Squigly for the PC version of the game. It’s a lot of money, but they believe they can justify the cost of her development by providing a detailed breakdown to would-be backers.

The two developers, Mike Zaimont and Peter Bartholow, plan to raise the amount starting February 25. The duo add that additional money will go into the development of two other characters, stages, and new music. However, the initial $150K will go only towards the development of that one character.

The developers state that for the PC version of the game, they are looking towards implementing DirectX11 for Skullgirls.

They must be out of their minds if they think anyone’s going to pay them $150,000 to develop a single character for an indie game. You could fund at least half a dozen high-quality indie games with the amount of money they’re seeking.

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16 Comments on Skullgirls Developers Want $150,000 To Develop Additional Character

R.J.

On February 25, 2013 at 12:04 am

$150,000 for one character? I would actually like to see this detailed breakdown, since that seems unreasonably high.

Cellsai

On February 25, 2013 at 2:54 am

And here’s your breakdown:

http://kotaku.com/5986592/it-will-blow-your-mind-to-see-how-much-it-costs-to-add-one-new-character-to-a-fighting-game

Games cost money. World shocked.

…the sad thing is it actually is shocked.

GHNeko

On February 25, 2013 at 3:01 am

$48,000: Staff Salaries – 8 people for 10 weeks
$30,000: Animation and Clean-up Contracting
$4,000: Voice recording
$2,000: Hit-box Contracting
$5,000: Audio Implementation Contracting
$20,000: QA Testing
$10,000: 1st Party Certification
$10,500: IndieGoGo and Payment Processing Fees
$20,500: Manufacturing and Shipping Physical Perks

http://kotaku.com/5986592/it-will-blow-your-mind-to-see-how-much-it-costs-to-add-one-new-character-to-a-fighting-game

Also, they’re not using DX11. They’re sticking with DX9.

Also, those half dozens high quality indie games don’t always deal with the same costs that Skullgirls has to, nor are they held up to the same quality or standards. Indie game yes, but it’s still a professional game that requires a lot more than your standard indie game.

DT

On February 25, 2013 at 3:13 am

I’m not going to get into a debate about this, but $150k for a fighting-game character is actually really cheap. Other fighting games have spent more on a single character than Reverge took to produce the entire game. Also keep in mind that a large amount of that will be going to IndieGoGo and producing/shipping the actual rewards.

There are also a number of other faults in this article, not least of which is that the character isn’t for the PC version – it’s for PC, 360 AND PS3. Also, your point about DX11 was wrong. I could go on, but I doubt this is going to change anyone’s opinion.

And @R.J. – the breakdown was published in an article on Kotaku a few hours ago.

Dan

On February 25, 2013 at 3:14 am

“You could fund at least half a dozen high-quality indie games with the amount of money they’re seeking.”

Sources please. Also, please provide a comparison to the cost of characters in other fighting games.

Number 13

On February 25, 2013 at 3:17 am

@ R.J.

There is an article up at Kotaku (That site of all places) that has the most accurate information regarding this

http://kotaku.com/5986592/it-will-blow-your-mind-to-see-how-much-it-costs-to-add-one-new-character-to-a-fighting-game

The Breakdown is up, Peter Bartholow(CEO of Lab Zero) shared more about it. For fighters this is incredibly dirt poor for developing.

This article in contrast has too many errors and outdated(PC Port is funded and not tied to it exclusively, Its DX9 not DX11, etc). The last bit is terrible excuse of “journalism” adding in that unnecessary bit without doing an ounce of research on what the fighting game industry

Austin

On February 25, 2013 at 4:22 am

GameFront, always reporting quality news.
And by “quality news” I mean god damn holy it’s one thing to be ignorant but you guys are gaming journalists, how do you not know how much a fighting game character costs?
At least a little research?

jim

On February 25, 2013 at 9:50 am

Hey gamefront journalist

psst
hey
Look up how much it costs to make a single character to SFIV. Then punch yourself in the for publishing bull like the last paragraph.

DT

On February 25, 2013 at 8:17 pm

Just wanted to put another post here to say thanks for updating the article and acknowledging you original commet was a bit hasty – not something you often see on the internet.

a-brooding-mage

On February 25, 2013 at 10:43 pm

While the original article was a knee-jerk reaction, and a gross overestimation of development costs, I am quite glad that Ian corrected his mistake.

aieaie

On March 1, 2013 at 7:55 am

“They must be out of their minds if they think anyone’s going to pay them $150,000 to develop a single character for an indie game.”

Lookie here, the $150,000 got breached within a single day.. now we’re at $260,000 and moving higher, trying to get a second character which is even more expensive.

Seems like someone else “must be out of his mind” x]

kfaskfajis

On March 25, 2013 at 6:40 pm

WE GOT TWO WORDS FOR YA

SUCK IT

HOMOSEX

On March 25, 2013 at 6:41 pm

HOW’S THAT CROW TASTE, FRIENDO?

johnny spaghettio

On March 25, 2013 at 6:44 pm

“They must be out of their minds if they think anyone’s going to pay them $150,000 to develop a single character for an indie game”.

That’s why we gave them $600,000 for three.

Michael

On March 28, 2013 at 5:12 pm

This is pure BULL.

Its a fighting game. They are pulling everyones chain with these numbers. I’m tired of theses developers who create fighting games trying to suckering people that the costs in doing this is as high as a AAA title.

There are 8 characters in the first game now by going with there 150,000 price tag you are saying to me that to create skullgirls it cost 12,000,000 to make.

I smell a Gold Farmer.

Michael

On March 28, 2013 at 5:51 pm

I meant 1,200,000…