The same amount it costs to lease office space of any kind, depends on square footage and location. Walk up to the window of a commercial letting agents in your city and take a pic of the ads.
....... You mean you want to rent the office ?? Equipment ?? Or an actual professional working AAA studio ? ... What does that even mean... like, pay them money to work for you ?? Is that even possible ?
You'll get a huge degree of variance, based on team size, experience, and work portfolio, location.
A couple in Montreal i know of are Behaviour, and NVizzio (formerly Funcom) who have the benefit of the Quebec tax subsidies and can underbid by quite a lot.
You can get in contact with their GM's if you want a price.
The AAA team I work on of around 100 people I have heard quoted as costing about £0.5mil per month in operating costs. What it would cost to hire would be a fair bit more I guess.
My WildAssGuess is 8 to 15k dollars/month per developer. Less if the definition of 'AAA' team is taken pretty loosely. So maybe a range of 200k/month for 25 person team of non-super-heroes to a couple of million dollars/month or more for a bigass modern team with a good reputation and some nice hits behind them. Note that making a game includes other costs, such potentially gigantic amounts for an outsource budget, and a marketing budget equal to the entire budget of developing the actual game (of course, those costs are not part of the 'renting a studio' cost, as you put it).
The AAA team I work on of around 100 people I have heard quoted as costing about £0.5mil per month in operating costs. What it would cost to hire would be a fair bit more I guess.
Another
way to determine a developer's value is by assigning a minimum value
to their employees. Using current industry multipliers, a developer's
employees are often valued at $100,000-$150,000 each (although one
developer told us that $200,000 was a fair price). The reasoning
behind this is fairly straightforward: If a publisher were to hire,
train, and retain an equally effective employee, how much money
would they have to spend to do so? $100-$150K per employee is a
fair assessment.
EA's Jerry Bowerman provided a simple explanation, "What
does it cost you to recruit, train, and make productive an employee?
It's not hard to get a floor value of $100,000 per employee."
Oh wow, thanks guys for the info ::pleased: I'm doing a research paper for class, so i'm trying to get an accurate info starting with at least a 100 people.
Replies
Walk up to the window of a commercial letting agents in your city and take a pic of the ads.
More info? Just search for bankupt gamedev studios in the last 5 years.
Or an actual professional working AAA studio ? ... What does that even mean... like, pay them money to work for you ?? Is that even possible ?
As a third party publisher
You'll get a huge degree of variance, based on team size, experience, and work portfolio, location.
A couple in Montreal i know of are Behaviour, and NVizzio (formerly Funcom) who have the benefit of the Quebec tax subsidies and can underbid by quite a lot.
You can get in contact with their GM's if you want a price.
http://www.gamasutra.com/view/feature/130450/the_end_game_how_top_developers_.php
Value of the Development Team
Another way to determine a developer's value is by assigning a minimum value to their employees. Using current industry multipliers, a developer's employees are often valued at $100,000-$150,000 each (although one developer told us that $200,000 was a fair price). The reasoning behind this is fairly straightforward: If a publisher were to hire, train, and retain an equally effective employee, how much money would they have to spend to do so? $100-$150K per employee is a fair assessment.
EA's Jerry Bowerman provided a simple explanation, "What does it cost you to recruit, train, and make productive an employee? It's not hard to get a floor value of $100,000 per employee."
I'll take your advices, and go from there.