Summary

Many studios estimate every character individually.

We prefer to define production tiers first.

Instead of estimating one hero, one enemy, or one boss at a time, we classify characters into complexity tiers with predefined production budgets.

This allows the art direction to evolve while keeping production predictable.


Main Idea

The main idea is not to ask how much an already-designed character will cost, but to determine in advance what kind of character can be created within the available budget.


Why Fixed Character Estimates Don’t Scale

Every project starts with rough ideas.

Characters evolve.

Weapons change.

Accessories appear.

Silhouettes become more complex.

A fixed estimate becomes outdated almost immediately.

Volodymyr Liubchuk - Author
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Estimate Production Complexity

Instead of estimating concepts individually, define several production tiers.

Example:

Tier 1

Stylized 2D character holding a red rose

A straightforward character with a clear silhouette, minimal accessories, and simple materials. The design avoids complex clothing layers, detailed weapons, or elements that require additional rigging and animation.

This tier usually works well for background NPCs, basic enemies, and some characters created for mobile games.

Tier 2

Tier 2 Mandragora character shown from front and side

A more developed character with additional clothing layers, accessories, more complex weapons, and a richer silhouette.

This tier requires more production time than a basic character but avoids the most complex armor, materials, hair, and secondary elements.

It can work for important NPCs, advanced enemies, or even main characters in stylized and indie games.

Tier 3

Tier 3 medieval warrior with detailed armor, sword, and cape

A highly detailed character with complex clothing, ornaments, hair, unique weapons, secondary elements, and a distinctive silhouette.

These characters often appear in close-up views and may require custom rigging, additional animations, advanced materials, or more detailed textures. This tier is commonly used for heroes, bosses, and other characters that need to stand out visually.

Each tier has its own production budget, helping the team understand how much time and detail can realistically be invested in the character.


Design Around Budget

Instead of saying

Design a boss.

the brief becomes

Design a Tier 3 boss.

Instead of

Design ten enemies.

the brief becomes

Design six Tier 1 enemies and four Tier 2 enemies.

Production becomes predictable before modeling even starts.


Why This Helps Everyone

Producer

Can forecast budget immediately.

Concept Artist

Knows the production limits before drawing.

3D Artist

Receives concepts that already fit the available production time.

Publisher

Gets a much more reliable production estimate.


Real Production Benefits

  • Predictable budgeting
  • Easier outsourcing
  • Better production planning
  • Less scope creep
  • Faster estimate revisions
  • Easier communication between art and production teams
Elena from Street Fighter 6 with white hair and blue eyes

Questions Before Estimating Characters

  • What is the target polycount?
  • What texture workflow will be used?
  • Are LODs required?
  • Will characters share bodies or clothing?
  • Will skins be created later?
  • Will characters appear only from gameplay camera or also in close-up views?

Conclusion

A character estimate should not answer:

How much does this character cost?

It should answer:

What kind of character fits this production budget?

That simple change makes the entire production pipeline easier to manage.

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