- Volunteers: cheap but unpredictable; usually juniors who need mentoring, which can slow things down.
- Small senior team (3–5 people): a good option for indie games, though expensive and requiring multi-skilled specialists.
- Outsourcing studio: a team led by an art director, possibly integrated into a larger hierarchy (leads for environment, characters, effects + outsourcing managers). Flexible, scalable, and quality-controlled.
Costs depend on region, skill, and workload, but averages emerge. The cheapest 2D option is pixel art: one character takes 1–2 weeks, a level 2–4 weeks, and a full asset set for a small game costs around $5–10K.
Low-poly, popular for mobile and indie 3D projects, is slightly more expensive: one character 1–3 weeks, a level 3–5 weeks, total $8–15K. Hand-drawn 2D, common in narrative games, requires more time and skilled artists: 3–6 weeks per character, 6–8 weeks per level, costing $10–30K for a full set.
Stylized 3D demands serious preparation: 2–4 weeks per character, 4–6 weeks per level, costing $30–70K. At the extreme, AAA-level photorealism is the most expensive: 6–12 weeks per character, 8–16+ weeks per level, with a single character costing $20K or more.
Choosing a visual style is more than “prettier or cheaper.” Modern tools even allow photorealism with small teams, but not every project needs it. Carefully consider which style fits your project. As the examples above show, the same mechanics can work in very different visuals.
For indie developers and small teams, finishing the game matters more than chasing AAA graphics. A completed game with a tidy, simplified style is always better than a photorealistic project lost in production. This is proven by Vampire Survivors, Among Us, Signalis, and others—games that might never have seen the light of day if they had blindly pursued expensive visuals.
Finally, to avoid mistakes in choosing a visual style, remember to consider:
- Available resources: honestly calculate budget and time to release.
- Idea testing: create one asset in the proposed style to estimate effort.
- Scalability: can you quickly add new content?
- Gameplay: a minimalist style may be enough if your mechanics are strong.
- Revisions: the more complex the style, the higher the risk of getting stuck in long revision cycles.