“GTA 3 Had a $5 Million Budget: Former Artist Critiques Gaming Industry’s Shift Towards High-Cost, Low-Risk Projects”
The gaming landscape has faced significant challenges in recent years, with major titles struggling to connect with players and layoffs becoming a common occurrence. A developer who has worked on notable titles like The Last of Us Part 2: Remastered, Apex Legends, and Highguard believes that the root of many issues lies in skyrocketing development costs.
In a recent post, Del Walker, a character artist with experience on projects such as Suicide Squad: Kill the Justice League and Star Wars Jedi: Survivor, highlighted the stark contrast in game budgets over the years. He pointed out that while Grand Theft Auto 3 had a budget of around $5 million, today, anything below $100 million is considered “small” for AAA games.
Indeed, estimates confirm that GTA 3’s budget was a mere fraction of what later installments like GTA 4 and the upcoming GTA 6 have required. It’s become standard for blockbuster games to hit nine-figure budgets, with recent titles like Assassin’s Creed Shadows and Borderlands 4 reportedly costing over $100 million.
Walker argues that this shift has created a gaming environment where only established franchises with substantial publisher support can thrive, while indie developers are left to scrape by. “You’re going to see a lot less racing games, extreme sports, or unique mid-level titles,” he notes. “Not because interest has waned, but because publishers can’t justify spending hundreds of millions on anything that isn’t poised to become a live-service juggernaut.”
He predicts a future dominated by “less risky and creative” projects or “two-year passion projects,” as the industry leans towards “retention machines with skins” and “bloated 80-hour tentpole games.” Meanwhile, the influx of new titles on platforms like Steam makes it increasingly difficult for indie games to gain visibility.
“The top gets bigger and bloated. The bottom gets chaotic and noisy. The middle just dies,” he states. While some mid-level games like Clair Obscur: Expedition 33 and Arc Raiders have found success without relying on established IPs, they are exceptions that highlight the broader trend.
Arc Raiders became a hit, but titles like Highguard and Splitgate 2 struggled, illustrating the tough reality of launching live-service games today. Clair Obscur faced little competition as a debut RPG, but it was surrounded by major releases like Oblivion Remastered and Final Fantasy Tactics – The Ivalice Chronicles, reinforcing the idea that established franchises are where the money flows.
Walker concludes, “The games industry might still make more money, but it’s not really moving forward anymore.” In these uncertain times, we can only hope for gradual improvement.