Is there an online article etc you know of that explains how the creation of video games are funded,the cost breakdown and who profits from them?

I don't know of a particular article, though development costs are generally put at $10K per person per month. That's probably a little low -- in the recent Kotaku article about the shuttering of Visceral, it pegged it at more like $16K, but that's a Bay Area studio. And it's a bit lower in Canada due to tax incentives, per my understanding. Generally speaking, that's your development cost, though there's also costs for QA; those are certainly lower and depend on the scale of the game. These costs are not purely salary and is an average -- generally it includes software license costs (not cheap, typically) and benefits etc, and also one-time or infrequent costs that you amortize (like purchasing computers). But that's the number thrown out there. I suspect it's honestly quite low these days.
So if you have a development team of 300, it's costing you $3M a month and if dev takes three years (not unusual for AAA), you're looking at $108M for development. There may be bonuses paid to developers as well; it used to be somewhat usual to expect one at the close of a project and annual performance-based bonuses are also somewhat common. You could probably get a more accurate picture from looking at the salary articles that GamaSutra I think still publishes once a year, but of course those are self-selecting, who knows.
Game teams are not typically one size throughout development; often they are smaller during a period called preproduction and then just massive at the end for production (I've heard numbers like 1200 thrown around for Ubisoft's games, but those folks will only be on for 9 months or fewer). And there's outsourcing too. So that $108M for AAA is probably a bit low.
Typically marketing is substantial for a bet of that size, often as large as the development cost or even higher, because television time is quite expensive (especially if you are seeing ads during things like NFL games, which in the fall you often are, because there's some overlap in the audiences).
Beyond these costs there are pure overhead costs of departments that serve the business end -- I've already mentioned marketing, but you also have executives and finance departments, a legal department, those sorts of things.
As far as who profits? It depends on how the projects are funded. Many AAA games are developed by public companies (EA, Ubisoft, Activision/Blizzard) and so in theory the profits go to shareholders as dividends or increased share value. Privately held companies aren't beholden to shareholders and therefore have more freedom with what they do with the money; typically, it goes to the owners, though often they are also plumbing it back into the business to make more games. If development is done by a studio that isn't owned by the publisher, then the publisher has a deal with the developer for royalties and generally payment for milestones made along the way.
And now I"m out of characters so this is a start, anyway.

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