I don't get it, why don't they just reuse assets more? EA's a big ass company with lots of IPs, why not just reuse a lot of the assets, maybe touch them up a bit on a per-game basis? You'd think that would save a lot of time and money; or do they already do this? If so, wtf, why are games that expensive then?
I call bullshit on that graphic. I have a friend who's a 3D modeler, can do pretty damn good 3D models, and does them cheaply to boot. He's made a 3D khopesh for me based on a photo of a real bronze age khopesh, and it took him less than a day.
He also made a wizard's desktop just for practice:
Looks good, doesn't it?
Commissioning him to style this entire scene would cost less than a single traffic cone in the image above.
In fact, let's check the popular Unity asset store for high quality assets an their prices:
https://assetstore.unity.com/packages/3d/props/exterior/traffic-cone-9965
https://assetstore.unity.com/packages/3d/props/traffic-cones-11215
https://assetstore.unity.com/packages/3d/props/pbr-traffic-cone-168103
https://assetstore.unity.com/packages/3d/props/exterior/realistic-barriers-184651
https://assetstore.unity.com/packages/3d/props/exterior/barriers-and-barricades-179424
Yeah I call bullshit on the 3600$ traffic cone.
I call even more bullshit on the 3900$ buildings, because most of them are just flat facades with a realistic brick texture on it. I can build something that looks similar (but much lower in fidelity, granted) in 10 minutes in Dromed, the level editor of Thief, a 20 year old game, with just a handful of terrain brushes and free textures from textures.com.
A lot of the shit in that image seems very arbitrary to me. Why does the trash cost 3438 and the big trash 14400? I can spot
the same blue trash bags sprinkled in both the small and the big trash heaps, and that trash bag model can't cost more than 10 bucks. Maybe 20 if you overpay your 3D modelers, or they slack off and work very slowly per hour. The black trash bag is the same model as the blue trash bag, just with a differently colored texture lmao. And those two items make up the majority of the trash heap.
50 bucks at the most. For both trash heaps. In fact, for
all trash heaps in the entire game.
Also, why is the NPC 22500 and the main character 49000? The only reason for that would be animation (motion captured stuff) and voice acting, but when it comes to the actual models, they'd be using the same skeletons, sharing the same common motions (like walking animations), and if the game uses a layered clothing system (which it should), all NPC models are just the same generic male and female nude model with different clothes slapped on, and different hair and beard pieces. You can easily and efficiently create two dozen different NPCs that way. Cost point? If we disregard mo-capped cutscene animations and voice acting, maybe 1000, at the most 5000 for
a batch of two dozen NPCs with variable clothes and hairstyles.
That image is bullshit.
EDIT:
The biggest proof that the image above is utter bullshit, is that every building is labeled with its own cost when they're pretty much all the same model, even sharing the same texture. You just copypaste the same building over and over lmao, it costs literally 0 dollars, even if your level editor is brush-based you can easily copy a multibrush and it takes you 10 minutes to fill the street with identical buildings, with maybe 1 more minute for precise texture adjustments and shit.
What a load of crap.
Hellraiser where did you find that image? Does the original author of it give any citations for these ludicrous prices?