Hitman Developer Claims Major Games Can Be Made for Half the Cost of Bond Title

The PlayStation 5 and Xbox Series X/S era has seen AAA game budgets soar from over $100 million to upwards of $300 million in some instances. While this trend raises concerns about the diminishing presence of the AA tier in gaming, IO Interactive’s CEO Hakan Abrak recently shared insights on how studios can manage costs effectively with the right approach.

Abrak emphasized that their focus on quality and sustainability has proven successful, stating, “Our method, our engine, and the way our talent collaborates allow us to not only create AAA single-player experiences but also foster a community.”

He highlighted the evolution of the Hitman trilogy, which, despite being a series of single-player titles, transformed over time into a comprehensive package known as World of Assassination, featuring an innovative new roguelike mode. This illustrates IO Interactive’s commitment to long-term project development while remaining mindful of expenses, even with the higher budget of 007 First Light.

In a previous discussion, Abrak provided context on the studio’s past game budgets, noting, “If Hitman ’16 was around $100 million, then Hitman 2 was about $60 million, and Hitman 3 came in at $20 million.” He pointed out that one strategy for reducing costs involved cutting “wasteful” spending, such as creating entirely new assets for each title.

“This project is quite costly for us; it’s our most expensive,” he remarked. “I won’t disclose exact figures now, but I’m eager to discuss it because these games can be produced for half of what you typically hear.”

This implies that the budget for 007 First Light, excluding marketing, could exceed $100 million but would still be significantly lower than the $200 million range many competitors are reaching. This perspective aligns IO Interactive with studios like Saber Interactive, which reportedly developed the AAA-quality Warhammer 40K: Space Marine 2 at a fraction of the typical modern AAA budget, partly due to lower labor costs in Eastern Europe.

“It’s all about getting value for your investment,” Abrak stated. “It’s about your team, what you’re creating, and your foundation. We don’t believe in the notion that if you don’t break even in the first three months, you’re finished. We view this as a journey, regardless of whether it’s multiplayer or single-player.”

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