It's salary + employees health benefits that Rockstar pays.
Sure, but I live in Europe. Here, it is parts of taxes. You're nitpicking there I think.
Anyway, $80M in 7 years would still be next to 115 employee. Not 2800. And thinking "but it could be rotating", I totally agree with that, but that means rotating 24 times (roughly).
======> this means an employee work a mean of 3 monthes and a half on that project (7 years / 24).
======> it seems to be a little low.
So even with the amount of temp actors on that, "just" recording "hey put that gun away", say 416 (8x52) of them would just "eat" 8 years of the "805" (115 *7) man year of what this $80M budget buys. This gives the other 2400 a whooping 4 month on that project. 1 month to form them I guess => 2400 lost monthes, "best project management ever".
416 was not enough ? If you take 2/3 of those 2800, 1833 (let's round that to the closest multiple of 52 : 36x52 = 1872), then they "eat" 36 years. It gives 736 men years, giving those 1000 dudes less than 1 year on the project.
1833 1 week jobs was not enough ? Let's make the game with 100 dudes then : 2700 1 week jobs eat half the budget then you can program the whole RDR 2 with 100 dudes, staying there 3.5 years each.
The whole RDR2 with 2 teams of 50 dudes ?
$80M is fantasy. Any budget you're thinking is fantasy at that point.
And with a doubled budget, you'll get the same reasoning, but with 2 teams of 100 dudes staying 3.5 years.
I say they were "at least" 2 teams of 300 3.5 years dudes, more closer to 400. 2 teams of 300 people for 3.5 year each would cost $420M in salaries and taxes alone.
How does it even fits with your numbers ? You don't pay people ? Or you think RDR2 was a 50 dude job made in some kind of a big garage with one turnover + lots of 1 week jobs ?