Monday, October 13, 2025

The True Cost of Building a Realistic Boxing Video Game

 

The True Cost of Building a Realistic Boxing Video Game

An Investigative Breakdown of Budget, Staffing, and What’s Missing at Steel City Interactive

“You can replicate anything you see in real life. There’s no excuse for not doing justice to boxing in video game form.”
Poe, The Real Boxing Game Movement


1️⃣ Why This Investigation Matters

Boxing video games have been absent from the mainstream for over a decade. The ambition to capture authentic boxing realism—not arcade fighting—demands more than flashy graphics. It requires a full ecosystem of developers, animators, AI engineers, mocap specialists, and licensing deals to reflect the sport’s depth and culture.

This report breaks down what it would actually cost to build such a game, what kind of team is required, and how Steel City Interactive (SCI)—developers of Undisputed—stacks up against that standard.


2️⃣ Total Estimated Budgets (Across Scales)

ScaleDev Cost (Est.)Marketing + ContingencyTotal
Indie-Plus Simulation (Limited licenses)$6 – $15 M$2 – $6 M$8 – $21 M
AA Boxing Simulation (Mid-sized roster, solid online)$18 – $45 M$6 – $15 M$24 – $60 M
AAA Boxing Simulation (Full realism & 200+ licenses)$55 – $140 M$25 – $70 M$80 – $210 M

3️⃣ Cost Breakdown by Category

๐Ÿงพ Licensing (Boxers, Coaches, Promoters, Belts)

CategoryIndie-PlusAAAAA
Boxers$0.4 – $1.6 M$2.4 – $9.6 M$8.8 – $37.5 M
Coaches$50 – 200 K$150 – 500 K$400 K – $1.5 M
Promoters/Managers$50 – 150 K$150 – 400 K$300 K – $1.0 M
Belts (WBC/WBA/IBF/WBO)$150 – 400 K$400 K – $1.0 M$1.0 – $2.5 M
Venues$50 – 200 K$150 – 600 K$500 K – $2.0 M
Licensing Total$0.7 – $2.6 M$3.2 – $12.1 M$11 – $44.5 M

Likeness rights in boxing are fragmented. Each boxer, trainer, or sanctioning body negotiates independently—making authenticity extremely expensive.


๐ŸŽฅ Motion Capture & Voice Performance

CategoryIndie-PlusAAAAA
Mocap Stage & Operators$0.2 – 0.6 M$0.6 – 1.8 M$1.5 – 4.0 M
Actors / Stunt Team$0.25 – 0.6 M$0.6 – 1.6 M$1.2 – 3.0 M
VO & Commentary$0.15 – 0.4 M$0.4 – 1.0 M$1.0 – 2.5 M
Total$0.6 – 1.6 M$1.6 – 4.4 M$3.7 – 9.5 M

๐Ÿง‘‍๐Ÿ’ป Staff Salaries & Development Team (2.5 – 3 Years)

ScaleAvg. Team SizeAnnual Salary Load3-Year Cost
Indie-Plus15 – 25$2.6 – 4.8 M$5.2 – 14.4 M
AA35 – 60$6.5 – 11.5 M$13 – 34.5 M
AAA80 – 150+$14 – 28 M$28 – 84 M

๐Ÿงช QA, Research & Compliance

AreaEst. Cost
QA Testing$0.6 – 6.0 M
Compliance / Ratings$50 K – 300 K
Research & Data Testing$100 K – 600 K

๐Ÿ“ฃ Marketing, PR, and Launch Costs

ScaleCost Range
Indie$1 – 3 M
AA$3 – 8 M
AAA$10 – 30 M

4️⃣ The Full Developer Blueprint (Department by Department)

⚙️ Core Engineering & Technical

12 – 60 devs across gameplay, AI, physics, tools, graphics, netcode, and DevOps.

๐ŸŽจ Art & Animation

14 – 68 artists across character, environment, lighting, mocap cleanup, crowd, and VFX.

๐Ÿง  Design Department

8 – 19 designers handling combat logic, AI tendencies, career structure, and UX.

๐ŸŽง Audio Department

5 – 10 sound engineers, dialogue editors, and composers.

๐ŸŽฅ Mocap & Cinematics

13 – 37 capture crew members (actors, techs, coordinators).

๐Ÿง Production & QA

10 – 45 staff for scheduling, testing, and live ops.

๐Ÿ’ผ Business & Marketing

6 – 11 staff for licensing, PR, community, and legal/finance.


๐Ÿงฉ Ideal Staffing Totals

ScaleTotal HeadcountDurationNotes
Indie-Plus65–752.5 yrsLean, fewer licenses
AA135–1553 yrsComparable to Undisputed’s ambition
AAA270–3103–3.5 yrsEquivalent to EA Fight Night scale

5️⃣ Ratio of Departments (Ideal)

Department% of Team
Engineering & Technical30–35%
Art & Animation25–30%
Design10%
Audio5%
Production & QA15–20%
Business & Marketing5–8%

6️⃣ How Steel City Interactive (SCI) Compares

๐Ÿ“Š Verified Facts

  • Employee count: ~70 staff (from official careers.steelcityinteractive.co.uk and PitchBook)

  • Size category: Mid-tier indie studio

  • Target scale: AA ambition with an indie-sized team

  • Engine: Unreal Engine

  • Project: Undisputed (boxing sim)


✅ Roles SCI Likely Has

DepartmentCore Positions Likely Filled
EngineeringGameplay programmers, physics, networking, tools
ArtCharacter/environment artists, animators, tech artists
Design1–2 designers (systems + gameplay)
AudioBasic sound and commentary staff
Production1–2 producers, QA testers
Marketing/CommunityCommunity manager, PR, media
BusinessOwner/CEO (Ash Habib), management, some licensing coordination

❌ Roles Missing or Understaffed

Missing DepartmentMissing Roles
AI DesignAdaptive AI behavior and style specialists
Cinematic TeamNo dedicated cinematic animators, lighting artists
Mocap SupervisionNo in-house mocap director, minimal stunt coordination
Live OpsNo full live-ops support team
Localization QALikely outsourced or missing
VFX TeamUnderstaffed, limited punch FX and sweat shaders
Audio Post / VO DirectionPartial or external
Legal & LicensingLikely external counsel only
Extended Production HierarchyFew producers for scope of work
Career/Systems DesignersMinimal specialization

๐Ÿ“‰ Estimated Staffing Gap

CategoryIdeal AA GameSCI ActualMissing
Total Staff135–155~7065–85 missing
Core Engineering3015–20–10
Art & Animation3015–15
Design113–4–7
Audio62–4
Production/QA208–10–10
Biz/Marketing74–3
Mocap & Cinematics214–5–15
Total Understaffed / Missing~75 roles

7️⃣ What This Means for Undisputed

  • SCI has passion, but their staffing footprint fits a small indie team trying to deliver an AA or early-AAA product.

  • They appear to lack deep AI engineers, cinematic specialists, and full-time mocap infrastructure—key elements required for realism.

  • Their “missing 60–80 roles” means a lack of redundancy and expertise in crucial subsystems (animation blending, referee logic, adaptive defense AI, fatigue systems, etc.).

  • Many essential components are either outsourced, simplified, or omitted entirely, explaining the stripped-down features and inconsistent realism in Undisputed’s early access build.


8️⃣ Key Takeaways

ObservationImpact
SCI’s current size (~70 staff)Cannot match AA/AAA realism ambitions alone
Lack of specialized rolesLimits authenticity (AI, physics, cinematics)
Fragmented boxing licensesExpensive and time-consuming, eats budget quickly
Realistic sim requires 120+ devs minimumOtherwise, corners must be cut
Outsourcing helps, but lacks cohesionBoxing needs internal consistency for realism
Full realism demands more money, time, and staffRoughly $40–60 M minimum for credible AA realism

9️⃣ Conclusion — The Real Price of Authentic Boxing

Building the world’s most realistic boxing game isn’t just about heart or hype.
It’s about structure, resources, and specialists—from AI engineers who understand strategy and tendencies to animators who capture fatigue, rhythm, and real-world physics.

Steel City Interactive deserves credit for trying, but the reality is that their team size (≈70) and budget limits make it impossible to deliver the true simulation boxing fans were promised.

To achieve the authenticity boxing deserves, a developer would need:

  • 130+ developers,

  • $40–60 million in funding minimum, and

  • A clear focus on realism over quantity of names.

Until that balance exists, fans will continue to ask the same question:

“Why doesn’t any studio make a real boxing game anymore?”

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