[ LiB ] |
There is bad news, bad news, and good news about financing a start-up development shop. The bad news is that, unless your team has worked together before on a successful release, you are
The author would like to thank Li Reilly of Morrison & Foerster LLP ( www.mofo.com ) for her heroic assistance in preparing this chapter. unlikely to get a publishing contract without a playable demo or prototype. The other bad news is that you can expect to spend $50K to $200K putting together something good enough to get a deal. The good news is that most of the "cost" of building this demo is labor, which is a lot easier to get on layaway than, say, manufacturing tools.
NOTE
TIP
Plan carefully . If you're smart, the work that goes into your demo/prototype can be used as the basis to build out the entire game, saving you time and money.
A start-up developer needs to figure its costs in two tiers:
What it will cost to build a demo to get a deal
What it will cost to make the entire game
Because of the skyrocketing cost of development and publishers' sensitivity to releasing games in the revenue quarter for which they are scheduled, unknown development teamswhich can include an experienced group of developers working together for the first time need to prove their ability to execute. The days of getting a publishing deal based on a design document are all but gone, and new teams will find it difficult to sway publishers and investors with a simple, non-playable demo.
NOTE
NOTE
For purposes of this chapter, a demo will be defined as a sample of the game that is more graphically developed and less functionally/tech nologically developed. The demo will use animat ed mock-ups to show planned functionalities. A prototype will be defined as more technically ori ented, using placeholder art to demonstrate func tioning technology and gameplay. A "pitch build" is defined as whatever you build to shop around to publishers, whether a demo or a prototype.
Art usually takes less time than technology, but technology is likely to be more impressive to a publisher. This must be weighed against the talents available to you. Do you have financing and the money to hire complementary talent? Or are you working with what is available to you for free? If the latter, adjust your goals to your team: work on a prototype if you have a lot of technical talent; concentrate on a demo if you are art-heavy.
If you are building a demo, feel free to create animations that show features you plan to implement, but program in a baseline playability to allow a publisher to understand what the gameplay is like and what the fun factor is. Publishers have seen too many eye-popping features in demos that have no prayer of actually getting built into the game.
To organize yourself, draft a budget based on what everything would cost if you could pay for it. Example (with no bearing in financial reality):
Item | Cost | Total |
---|---|---|
Programmer x 2 | (100/month x 6) x 2 | 1200 |
Designer | 100/month x 2 | 200 |
Artist | 100/month x 6 | 600 |
Office rent | 50/month x 6 | 300 |
Office equipment and overhead | 100 | |
Computers and dev kits | 20 x 4 | 80 |
Professional fees (lawyer, accountant ) | 100 | 100 |
TOTAL | 2580 |
NOTE
TIP
Every member of your founding team should have 12 months' worth of expenses in the bank (or another way to feed himself for that time).
Of course, you may not have your full budget at your disposalthe point of this budget is so that you and your co-founders can point to each need and say, "Hey, my cousin Harry has a basement office in his pizzeria that never gets used. He'd give it to me for $400 a month, and we won't have to worry about feeding ourselves " and "I've got two decent workstations at my house that we can use, but we'll need to get a decent monitor for the art station," and so on. It's a strong possibility that none of you will be earning any income for around 12 months. However, it is perfectly reasonable to write up employment agreements with salaries, on the assumption that the company will essentially owe you this money until it can afford to pay it back.
The number one developer error cited by publishers, agents , and developers alike is underbudgeting the time and money a product's development requires. Understanding your budget for a project is somewhat simple in theory: who will you need, for how long, at what salary, and what equipment and outside technology will it require? Unfortunately, it takes years of experience to even start getting the "for how long" coefficient correct, let alone the "who will you need."
NOTE
TIP
When pitching your project to publishers, keep in mind that they are evaluating you, not necessarily for the project you pitch, but for your suitability to develop other titles they need. (Example: you pitch an original IP fighting game; the publisher has recently purchased a box ing license; it declines your IP but offers you a work for hire developing its boxing license.) A big piece of that evaluation is whether you have a realistic understanding of a budget and timeline for a given set of fea tures.A dramatically underbid project will raise flags for a publisher that you don't understand scope and that you will need additional financing mid-project.
If you are a developer, you are probably optimistic by nature; budgeting is a good time to get in touch with your darker side. Ask your technical and art leads to come up with the absolute most they could possibly imagine the product requiring, in duration and manpower. Factor in every last detail you can imagine, from per-employee phone use to taxes (don't forget taxes!). Then add in a profit margin, at least enough to let you pay everyone, keep the lights on, and quickly build up your cash
NOTE
CAUTION
Developers have been known to get carried away with product love and spend their last dollar of margin to develop the very best game, figuring "we'll make it up in royalties." While that is a possibility, it is a dangerous risk to take with your company's life. As one seasoned executive put it: "No one misses what didn't go in."
Budget = [(Time x Salaries) + Equipment + Technology + Overhead] x (1 + profit margin) x (1 + error margin)
Your budget is based on certain assumptions: how long tasks will take, how many people will be needed to achieve them, and so on. When those assumptions need adjustment, your budget (along with the scope of your project) needs the flexibility to adjust along with them.
Example: Your original budget called for level 10 to have eight beasts created by an art team of five working with 21-inch monitors. You have four scalable elements in that assumption: number of levels in the game, number of beasts on the level, number of artists , and expense of technology. Depending on how far behind budget/schedule you are, you can make smaller (19-inch instead of 21-inch monitors , six beasts instead of eight) or larger (four artists, nine levels) adjustments.
NOTE
CAUTION
This budget bears very little resemblance to an actual budget and is provided as a structural template, not an example of what a project's actual costs are.
Example of a budget structure
Developer's budget worksheet | |||||
---|---|---|---|---|---|
Dev Team | Months | Involvement(1) | Salary/yr | Salary/mo | Costs |
Lead Programmer | 16 | 100% | $90,000 | $7,500 | $120,000 |
Programmer 2 | 16 | 100% | $70,000 | $5,833 | $93,333 |
Programmer 3 | 12 | 100% | $67,000 | $5,583 | $67,000 |
Programmer 4 | 5 | 100% | $64,000 | $5,333 | $26,667 |
Programmer 5 | 16 | 100% | $64,000 | $5,333 | $85,333 |
Programmer 6 | 13.6 | 100% | $62,000 | $5,167 | $70,267 |
Programmer 7 | 16 | 100% | $62,000 | $5,167 | $82,667 |
Programmer 8 | 12 | 75% | $57,000 | $4,750 | $42,750 |
Programmer 9 | 16 | 100% | $57,000 | $4,750 | $76,000 |
Programmer 10 | 16 | 100% | $57,000 | $4,750 | $76,000 |
Lead Artist | 16 | 100% | $73,000 | $6,083 | $97,333 |
Artist 2 | 4 | 100% | $62,000 | $5,167 | $20,667 |
Artist 3 | 3 | 100% | $60,000 | $5,000 | $15,000 |
Artist 4 | 3 | 50% | $57,000 | $4,750 | $7,125 |
Artist 5 | 8 | 100% | $57,000 | $4,750 | $38,000 |
Artist 6 | 10 | 100% | $55,000 | $4,583 | $45,833 |
Artist 7 | 10 | 100% | $52,000 | $4,333 | $43,333 |
Artist 8 | 12 | 100% | $52,000 | $4,333 | $52,000 |
Artist 9 | 12 | 100% | $52,000 | $4,333 | $52,000 |
Sound Effects | $200,000 | ||||
Software/Hardware | $75,000 | ||||
Sound engineer | 1 | 75% | $50,000 | $4,167 | $3,125 |
Game designer 1 | 4 | 100% | $50,000 | $4,167 | $16,668 |
Game designer 2 | 6 | 50% | $50,000 | $4,167 | $12,501 |
Level designer | 9 | 100% | $35,000 | $2,917 | $26,253 |
Producer | 16 | 100% | $85,000 | $7,083 | $113,328 |
Line Producer | 16 | 50% | $75,000 | $7,083 | $56,664 |
Total personnel costs | $1,339,847 | ||||
Overhead | 20% | ||||
Profit | 20% | ||||
Total | $2,906,725 | ||||
Rounded - final bid | $3,000,000 | ||||
Note: This budget is radically simplified to provide a simple illustration of one method of budgeting a release. It does not include many required line items and should not be thought of as an accurate model of costs. (1) Involvement reflects whether an employee is dedicated to one project or shared across one or more teams. Special thanks to Tom Sloper for his help in drafting this sample |
[ LiB ] |