Firemint, developers of Flight Control and Real Racing 2, say in this interview the full-blown 3D racer for iOS/Android was “…developed over 18 months on a budget of US$2 million.” Now the real question: How much did they make? [PocketfulOfMB.com]
Even "Real" Mobile Games Costing Scant Millions To Develop
Comments
9 responses to “Even "Real" Mobile Games Costing Scant Millions To Develop”
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Steve0410
$2 million? What a crock of shit. Flight Control is essentially a ported flash browser game. And I’m sure that NONE of those which are floating around on Newgrounds took any more than a bit of programming skill and elbow grease.
How did it cost $2 million just to put a version on IOS? Were they having limos every time they went to the loo and just wrote it off as expenses?
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Potatoman
Read things properly before commenting. Real Racing 2 cost $2million to develop not flight control
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Glenn J
Steve, did you actually read the story? It’s not Flight Control that had a $2m budget, it was Real Racing 2. Although the way in which the author wrote it kind of sucked…
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Random
“the full-blown 3D racer for iOS/Android was “…developed over 18 months on a budget of US$2 million.””
Clearly they’re not talking about Flight Control
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Griever
They’re talking about real racing.
Flight control was done by a small team over six months for about $50k. -
PiMan
Flight Control may have been very cheap, I don’t know, but that’s not the game they’re talking about. They’re saying that their racing game cost that much.
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Comprehension
He’s talking about Real Racing 2 costing 2mill to make.. unless Flight Control turned into a “full-blown 3D racer” when I wasn’t looking.
I would love to know if they made their money back on that.. mobile is too much like the Lotto for most professional devs.
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Matt Clifford
Steve0410 did you actually read the article? They never said that Flight Control cost $2M, they said Real Racing did, and that is a more fully fledged game and would take more to program.
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