How much does it cost to implement these game styles in Unreal Engine?

game name: romero’s aftermath
game video: https://youtu.be/tc6Pruivi2w
steam video: https://store.steampowered.com/app/3…ros_Aftermath/

It is a casual survival game with zombies.
Yes. It is a game created by Sergei Titov who created warz.

How much does it cost to use Unreal Engine’s assets, entrust them to develop, and do so?
I have about $ 50,000.

If make from unreal’s assets, it will take at least 4 people (at least 2 guy should be unreal engine specialist) and 1 year.
Then $100,000 (1 year salary & office cost, etc per 1 guy) * 4 (man) = $400,000

Do you really think you can get Unreal engine specific programmer with 50k$?

He maybe already been hired by big studios and he already got paid over 80k easily. Maybe more? Isn’t it?

Latin/Asia/Eastern EU? Where?

Game Programmers, Unreal engine programmers are most expensive job in industry. Just below or similar than famous PD, Game designers.

Remote work? Why they do 50k$ work rather than they can get over 80k work?

And even you spent 8 guys and 1 year with 400k$, you can get nothing if without established production plan and static game design document.

And don’t forget the marketing.

Everyone needs to eat and that requires $.
$50k could be considered enough for one - or even a lot in some countries.
But between N people over X months while needing to buy Y assets… not so much.

Some of the creatures you see on Horizon Zero Down were made by outsourcing studio in Brazil, many in Philippines.
That’s just an example…

Some startup tech companies are moving from China to Africa, in search for cheaper labour.

@EntrpriseCustomr

Ok, giving much yield to your argument, so he hired one man of Unreal specialist C++ programmer by 50k$.

Then what? Original example game he linked can be made within 1 man and 1 year?

No…even he buy much of modeling assets, animations, effects, graphics, UI, 2d sprites, sounds, etc…

He solo should adjust all of them and revise those to fit the game.

No he never can match the timeline.

Even this is except the network, multiplaying function part.

If this included, of course difficulty curve become X3, at least X2

I wouldn’t be too hasty jumping on the outsourcing wagon, unless you are making Mario or generic FPS, then I would find outsourcing programming, key artwork and animations, a logistical and management and directorial problem.

You need those key people together in one room, you could outsource some secondary and background assets and even then have issues of back and forth and time delays.

If you are saving 10 or 20K like this, you are losing 30K production time wise and coordination and I bet quality of work in many cases.

Besides 400K is enough for one year of: rent, hardware purchases, software rentals, 4 people salaries + one two limited freelancers in western Europe. If you are lucky to live in eastern Europe maybe hungary and poland you could maybe, maybe, do it for 20% - 25% less something that wouldn’t really make a whole world of difference on that sort of budget margin and may come with its own setbacks.

I wish more managers understood this.

They usually see one lump saving, and don’t understand that lower quality (due to harder communication, not necessary low skills of outsourced team) create multpile time wasters for everybody around. And if you sum up that time wasted by everybody it usually turns out you paid more in salaries for wasted time than you saved up.

And then add frustration to this, somebody not having enough time for doing his\her job properly etc.