The credits for the original Amplitude list 44 total Harmonix people, with really only 28 being in actual game production. 3 of them were interns too, but they obviously produced work.
http://www.mobygames.com/game/ps2/amplitude/credits
Audio Interns were the last thing I counted - though testing and other stuff down there is still important - but not full time. I also don't believe that some of the included roles (Executive Producer) were not full time on the project either, so it will somewhat even out.
For broad grouping purposes:
Producers/Project Managers: 4
Programmers: 8
Artists: 9
Audio: 7
Total: 28
Let's assume an average current healthy pay rate of 80k per year for 9 months ~ $1.68 million. That's essentially what they're implying this game will take (the kickstarter goal plus their own funding).
That's simply too much for an HD remake of a niche game. That is why myself and others in here are balking at this. They need to be more realistic in their approach. There needs to be a minimum version of this game and an ideal version of this game - ideal being the version that comes via excess funding and stretch goals. I've offered up some suggestions to get to that minimum earlier, but I'll repaste here:
"Drop the PS3 or move it to a stretch goal (behind a Vita version). Assemble the team using a nice mix of senior and junior guys. Low ball your cost estimates because you know there's internal money and Sony money that will help get this through to the end. Put the higher cost licensing tracks in some DLC to pass that price along. And please remove all the "avatar" related stuff (I had completely forgotten about that until watching the video) - not necessary. Just do what you can to lower initial costs."
I'll offer up some more specific suggestions. Cut the producers/project managers in half (from 4 to 2) and lower the average pay from 80k to 60k via juniors and interns again. That right there saves you a half a million dollars as we're down to ~$1.17 million. Include 15 new tracks instead of 26 - with promised DLC to boost it well beyond the original 26. Remove the ancillary stuff that very few fans consider necessary - such as the avatar and cut scene stuff. Those cuts could remove a few more team members, and we're sitting closer to a $1m cost (which interestingly is what they said they'd be willing to invest). At that cost, they could probably break even on roughly 70k downloads at $20.
I'm okay with gauging interest and softening the blow of that up front cost. A $500k kickstarter seems more achievable. Worst case? We end up with a more minimal HD version of this game. That doesn't negate the ability for them to get their ideal version of this game if there's enough interest to make it happen.
Unfortunately, due to targeting their ideal budget instead of a minimum budget, I don't see it happening. They're gonna need another 20k backers at this rate. That's over 1k a day. While 4.5k backers in the first day sounds promising, kickstarter trends do not look favorable right now.
Look - I want the ideal version too, but I'd gladly settle for the minimal version. I believe they aren't effectively using kickstarter to give me that option.