When Anthem collapsed under the weight of its own ambitions, it became more than just another troubled AAA release. It was a case study in how even the most resourceful studios can lose control of their budgets. This isn’t an anomaly, it’s the norm in an industry where budget overruns can reach tens of millions of dollars.
Publishers often begin new projects with well-defined spreadsheets and confident forecasts. But game development rarely follows predictable patterns. What looks like a controlled investment can quickly turn into an open-ended financial commitment — one driven by shifting scope, evolving technologies, and creative ambitions that refuse to stay within budget.

The Production Pipeline: Where Money Vanishes in Plain Sight
Most game development budget discussions focus on the obvious: salaries, software licenses, marketing. But the real financial strain lies in what doesn’t make it onto those line items.
Take prototyping. A publisher might allocate three months for this phase, but what happens when the core gameplay loop doesn’t feel right? Experienced studios (such as Virtuos or Keywords Studios) will tell you that they will then do another iteration of the prototype, which will increase the cost of this stage by 40-60%. Each iteration means paying designers, programmers, and artists to essentially throw away work. It’s necessary work — Hades went through years of early access refinement — but it’s work that rarely appears in initial budget projections.
QA testing presents another hidden expense. Publishers often budget for a QA team during the final three months of development. In practice, modern games require continuous testing from prototype onwards. Every build needs testing. Every platform needs certification. Every patch needs verification. A mid-sized game might spend $200,000 on QA in the initial budget, then watch that number quietly triple as the reality of multi-platform, live-service testing sets in.
Optimization is where planning meets reality. It ran at 30 FPS on a high-end dev kit. Making it run acceptably on a PlayStation 4 base model or a mid-range PC requires months of unglamorous work. Companies that have handled optimization for major titles estimate this phase can consume 15–25% of total development time — time that’s often underestimated by publishers who assume the hard work is already done.
Scope Creep: The Biggest Budget Challenge
Every developer knows the sentence that starts trouble: “Can we just add one more feature?” Those seven words have quietly cost the industry billions.
Managing scope creep isn’t about shutting down creativity — it’s about recognizing that every new idea comes with a measurable cost. When Cyberpunk 2077 launched in its troubled state, most commentary focused on crunch and management failures. Yet beneath those issues was a scope that had expanded far beyond what any budget could reasonably support. Each additional narrative branch, NPC behavior, or vehicle customization system made sense on its own. Together, they created a project so vast that no timeline could hold it.
The danger of scope creep lies in how rational it appears. A publisher sees a competitor’s feature and wants parity. A test group requests more customization. Each suggestion feels small and defensible, but their combined effect stretches every department — design, animation, QA, and engineering — beyond planned capacity.
Seasoned studios anticipate this. They build contingency time and budget buffers precisely because scope creep isn’t hypothetical — it’s inevitable. Experienced teams often present two projections: the “ideal conditions” estimate and the “realistic” one. The gap between them isn’t excess; it’s experience speaking.
What makes scope creep particularly costly is how it multiplies across systems. Adding a new enemy type, for example, triggers a cascade of work: new animations, sound design, effects, balancing, and testing. What began as a minor addition becomes a multi-department effort that can delay production by months and inflate costs by tens of percent. Multiply that across a dozen similar requests, and the financial impact becomes impossible to ignore.
The Human Element: When Teams Increase Expenses
Game development is inherently collaborative and that makes it inherently complex. Publishers often underestimate the real cost of coordination, especially when development teams are spread across continents, time zones, and cultures.
Communication overhead is a hidden expense attached to every development hour. When designers work in California, programmers in Ukraine, and QA teams in Singapore, even simple decisions require careful synchronization. A discussion that would take fifteen minutes in a shared office can stretch into a two-day email chain or a midnight video call. Game development company Kevuru Games, have built processes to reduce this friction, but it can never be removed entirely. Realistically, teams should expect an additional 10–15% of development time to go toward coordination alone.
Creative misalignment is another costly factor rarely captured in spreadsheets. When an art director and a lead designer envision the game’s tone differently, every asset becomes a point of negotiation. A certain amount of debate can strengthen the creative outcome; too much, and direction begins to fragment. In severe cases (like Anthem’s development) teams can end up pursuing multiple conflicting versions of the same game, with none moving forward efficiently.
Turnover significantly impacts budgets. The lead programmer who understands the entire netcode architecture leaves for a better offer. Now you’re paying to onboard a replacement who’ll spend three months learning the codebase before they’re truly productive. If you’re unlucky, they’ll decide the previous person’s approach was wrong and rebuild it. If you’re really unlucky, they’ll be right. A single key departure can add $100,000-300,000 to a project through lost productivity and knowledge transfer costs.
Cultural and language barriers matter more than publishers expect. A design document that seems clear to native English speakers might be interpreted differently by a team in Shanghai or São Paulo. The resulting misalignment doesn’t appear as a line item called “translation issues” — it shows up as rework, as features built to the wrong specifications, as time spent correcting assumptions that never should have been made.
Post-Launch: The Expenses That Continue
Publishers often discover too late that shipping a game is not the end of development costs — it’s the beginning of an entirely new phase.
Day-one patches have become so common that their financial impact is frequently overlooked. That 15 GB download players receive on launch day represents weeks of additional work completed after the game was certified and sent for distribution. Teams are paid overtime to address issues that surfaced too late for the initial release cycle. These fixes are essential for maintaining quality, but they also carry a significant cost rarely reflected in pre-launch budgets.
For live-service titles, post-launch spending can escalate dramatically. Any online component introduces ongoing obligations: server infrastructure, database upkeep, security patches, and anti-cheat systems. Skull & Bones, which endured years of rework as Ubisoft refined its live-service model, stands as a reminder of how easily these commitments can spiral. Budgets often include server expenses for the first year — but few account for years two and three, when player counts decline but operational obligations persist.
Platform evolution introduces another category of hidden expense. When new hardware generations appear, compatibility is not guaranteed. Backwards compatibility has improved, but ensuring stable performance on emerging systems demands QA cycles and patches. Similarly, the rise of cloud gaming platforms requires optimization for streaming environments that were never part of the original technical plan. Each new platform adds an unplanned layer of testing and maintenance.
Community management and player support also extend far beyond launch. Multiplayer titles require constant moderation, feedback handling, and social engagement. These responsibilities demand dedicated staff — community managers, support agents, and technical responders — whose salaries continue long after release. What began as a single-person role often expands into a full team as the player base grows.
Finally, regulatory and compliance requirements evolve continuously. Entering new markets brings additional age rating processes, localization standards, and privacy regulations. Changes in legislation — such as the EU’s updates to loot box policies or China’s content restrictions — require code adjustments, re-certification, and re-release efforts. These expenses are nearly impossible to forecast early in production but become unavoidable in global operations.
How Experienced Studios Keep Budgets Under Control
Studios that consistently deliver on budget share one key trait: they’ve learned from past mistakes — often someone else’s.
- Transparency keeps surprises off the table. Teams that provide live production dashboards and feature-level cost tracking give publishers a clear picture of where every dollar goes. Keywords Studios, for example, structures its co-development reports around milestones and deliverables, helping partners make trade-offs before costs spiral out of control.
- Flexible milestones reduce risk. Instead of promising a full game in 18 months, seasoned studios build in checkpoints — six months for core systems, twelve for content, eighteen for polish. Each stage offers a decision point for scope and resources, ensuring change doesn’t automatically mean chaos.
- Specialization saves money. Doing everything in-house sounds efficient but rarely is. A partner who’s done 100 console ports will get your game running on Switch faster and cheaper than an internal team learning Nintendo’s SDKs from scratch. Virtuos built a business on that logic.
- Prototyping early cuts losses later. Spending $100,000 to validate your gameplay loop is cheaper than reworking it a year into production. It feels like a delay, but it’s actually insurance.
- Documentation protects continuity. Turnover is inevitable, but knowledge loss doesn’t have to be. Studios that enforce documentation standards slow down slightly today to avoid six-figure costs tomorrow.
What Publishers Can Actually Control
No game budget survives first contact with production, but publishers can at least ensure their projections are grounded in reality rather than optimism.
- Plan for delays — they’re not failures, they’re statistics. Most projects take 25–30% longer than expected. Accounting for that from day one makes you realistic, not pessimistic. The alternative is explaining to your CFO why you suddenly need 50% more money halfway through development.
- Define “done” before you start. Scope creep thrives in ambiguity. If your team can’t distinguish must-have features from nice-to-haves, you don’t have a roadmap — you have wishful thinking. Be explicit about your minimum viable product versus the stretch goals.
- Tie payments to progress, not calendars. Paying for milestones based on time passed encourages schedule padding. Paying for tangible results — like a working combat system or fully integrated AI behaviors — keeps both accountability and motivation aligned.
- Budget for the unknown. Engine updates, platform certification changes, hardware compatibility issues — they’re not “if,” they’re “when.” Set aside 10–15% of your total budget for unplanned costs. If you never touch it, you’ve achieved a rare miracle.
- Pick partners who manage money as well as creativity. A studio’s art quality might win awards, but if they delivered the project 18 months late and 60% over budget, that’s your future.
Conclusions
The game industry produces plenty of cautionary tales about budget problems. What it produces fewer of are honest examinations of why budgets fail — probably because nobody wants to admit they didn’t see obvious costs coming. But publishers who approach budget planning with clear-eyed realism about the hidden costs discussed here give themselves a fighting chance at financial predictability.
The money you save isn’t in finding cheaper developers or cutting corners. It’s in understanding where the real costs hide and planning for them before they become problems. That’s not exciting advice, but it beats explaining to your board why your $10 million game ended up costing $17 million and still launched with issues.