[casual_games] Sales, Exposure and Profitability
TKerpelman at ea.com
Tue Jun 26 13:11:08 EDT 2007
> Meanwhile, Fairy Godmother Tycoon had 11 people on art alone (!!!).
I guess I should add a little clarification here: Those 11 people
weren't working full time on the game. We really had 2-and-a-half
artists* and an art director dedicated to the project. The rest of the
artists were people who helped out to varying degrees when they had
But Ben's point is well-taken -- doing an entire game in 5 man months
total and having it compete in today's downloadable market would be
pretty tough, unless you've either got rock stars on your team, or have
something innovative and/or catchy enough that players are happy to
overlook the lower production values.
*One of them was really short.
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