How Long Does It Take to Make a Game? Estimator
Answer a few questions about your game's size, content, art and audio and your team, and this estimator gives a low, likely and high number of weeks with a breakdown of hours by area. Every hour figure behind it is a rough rule of thumb you can see and change, so you can swap in your own pace.
How to use it
- Pick Game jam, Small game or Medium game, choose 2D or 3D and press Next.
- Adjust the number of levels, enemy types, characters and core mechanics, choose Make it, Buy or license it or Placeholder for art and for music and sound, and press Next.
- Enter the people on the team, the hours a week each one works and your experience.
- Press Estimate time to see the range and the hours by area.
- Change any number under Assumptions behind this estimate to match your own pace, then press Copy as markdown.
How the estimate is built
The estimator multiplies each piece of content by an hour figure: hours per mechanic, per level, per enemy type and per character, plus art and audio hours for every level, enemy and character. It adds fixed time for menus, the HUD and saving, adds a percentage of the build time for polish, testing and bug fixing, and adds time for builds, the store page and launch.
That total is multiplied by an experience factor (1.5 for a first game, 1 after a few games, 0.8 for a team that has shipped commercially) and divided by the team's weekly hours. Each extra person adds coordination time, 10% by default, because a team spends hours on planning, reviews and merging work that a solo developer does not.
The range runs from 0.75 times to 1.75 times the likely figure. It is wider above than below on purpose: unknown problems, redesigns and scope creep make games run late far more often than early.
Where the default numbers come from
The defaults are rough rules of thumb, not measured data, and each scope has its own set. For a small game they assume about 30 hours to build and tune one core mechanic, 8 hours per level, 10 hours to code an enemy type and 12 hours of art per level, enemy or character when you make it yourself. A jam game uses far smaller figures because a jam build only needs to be playable, not polished.
Bought or licensed art and audio count as a quarter of the hours of making them, since you still find, edit and fit them into the game. Placeholder assets count as a tenth. 3D art counts as twice the hours of 2D art, because modeling, texturing and rigging take longer than drawing sprites for most small teams.
The best defaults are your own. Time a single level or enemy from start to finish on your project, then enter that figure. One measured number beats any rule of thumb.
Making the number smaller
Content counts drive most of the total, so cutting levels and enemy types shortens the project far more than working faster. Many developers finish more games by making one small game first, then reusing its code and tools for the next one.
Use placeholder art while you test whether the game is fun, and buy assets for parts players will not judge the game on. Spend your making time on what makes the game stand out.
Frequently asked questions
How long does it take to make a game?
How long does it take one person to make an indie game?
How accurate is a game development time estimate?
Does adding more people make a game faster?
Why is game development always late?
More free game dev tools
- Game Development Cost Calculator: Budget your game's team and one-off costs and find the break-even number of copies.
- Game Design Document Generator: Fill in four short steps and download a one-page GDD as Markdown.
- Steam Revenue Calculator: Estimate a released Steam game's sales and revenue from its public review count.