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Budgeting a Game Project Print

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What it costs.

WHAT COSTS MONEY

Software and licences Purchased assets Contract work Hardware and test devices Storefront fees Marketing Your own time

WHY YOUR TIME COUNTS

Ignoring it makes the project appear viable when it is not.

WHAT TO ESTIMATE

Direct costs, itemised Time, in hours Opportunity cost of that time

WHAT TO BUDGET FOR MARKETING

More than nothing, which is what most solo developers allocate.

WHAT STOREFRONT FEES INCLUDE

Submission fees, where charged Revenue share Payment processing

WHAT TO PLAN FOR

Revenue arriving months after release, and taxed.

WHAT TO ESTABLISH BEFORE STARTING

How you will be paid, and whether that route works from here.

WHY THAT MATTERS

Discovering payment problems after release is a serious obstacle.

WHAT TO KEEP LOW

Fixed recurring costs.

WHY

They continue whether the project progresses or not.

WHAT TO SPEND ON FIRST

Test hardware representing your audience.

WHAT TO DELAY

Anything not blocking progress.

WHAT TO TRACK

Spend against the budget, monthly.


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