u/_doorstuck_

Art cost expectations for a 3D game

Hey folks! Solo dev here, working on a 3D game and trying to get my head around art budgeting before I start reaching out to anyone. I’d like to manage scope ahead of time and choose what I do carefully to keep production costs sane while being fair to anyone I take on a project.

A few things I'd love your take on:

- Are there visual styles that are more forgiving on production time without ending up looking cheap?

- Roughly, how long does a character actually take once you factor in modeling, rigging, and a basic animation set?

- How do props and environment art compare on time?

- And any scoping tricks you've seen working well — buying assets, modular kits, that kind of thing?

- Anything else I’m missing that might become a significant cost in producing visual art (outside of tech art - VFX, shaders, etc)?

Rough ranges are totally fine, I know "it depends" is the real answer. Just trying to go in with realistic expectations.

reddit.com
u/_doorstuck_ — 8 hours ago