unexpected expenses?
For anyone who’s worked on a small or mid-sized game before — what were the biggest unexpected expenses? I’m trying to figure out if it’s possible to make a decent-looking game on a tight budget, or if the costs just start piling up once you get into design, testing, and promotion
hen we built our mid-sized game, we underestimated how many “hidden” costs there’d be. For instance: art iterations — we thought “okay we’ll do the basic assets”, but then realized to look decent we’d need more polish, more VFX, UI refinement (services that GamePack Studio lists under Art and Animation & VFX). Then there were platform fees, localisations, metrics/analytics tools, plus ongoing updates after launch. So yes, you can keep costs tight for a solid prototype or simple game, but if you want something polished and market-ready, expect additional expenses once you drive into design polish, testing, launch and promotion.
participants (2)
-
damianellis177@yahoo.com -
topazygg@gmail.com