278 THE GAME PRODUCTION HANDBOOK, 2/E
16.4 BUDGETS
After the initial schedule is created, you can start creating the budget. The
budget must be within reason for the quality, scope, and schedule, so that the
game will make a profit when it is released. The publisher also watches the
bottom line closely to ensure that development costs are justified and that they
have made a profitable investment in your game. Ultimately, the producer is
responsible for managing the costs. If the game development is poorly planned,
it will require more time or more personnel, and thus cost more money, result-
ing in lower profit margins. If the game development is efficiently planned, it
is easier to identify areas where there is cost-saving potential.
To determine the likely profitability of the game, the publisher creates a
profit-and-loss statement (P&L). A P&L, which measures the overall profit and
loss of a game, is a spreadsheet that compares the development, marketing,
packaging, and distribution costs for the game against the projected sales. If the
projected sales numbers increase, the better chance there is of making a profit.
For example, if it is determined that 20,000 copies can be sold, the budget will
be smaller than for a game that is predicted to sell 500,000 copies. The P&L is
used to run different profitability scenarios to determine a reasonable balance
between costs and potential profits.
Because the schedule, budget, and staffing plan are dependent on each
other, the budget can change markedly depending on what your schedule and
staffing plans are. Therefore, when you create an initial budget, be prepared to
make adjustments to it and the other elements as necessary. After the budget
is established and approved, manage the cost closely so you don’t find yourself
grossly over budget.
There will be instances when unexpected costs arise—for example, you need
to buy three new computers and three copies of 3DS Max—so don’t panic when
this happens. You might be able to reallocate some money in the budget for
these items without increasing your overall budget. If that doesn’t work, you
might be able to reallocate actual computers from another project in the studio
and use them temporarily. Just remember to be as cost conscious as possible
when these things happen.
Creating a Budget
Budgets consist of all the costs associated with the project, including personnel,
overhead (rent, utilities, and taxes), hardware, and software. Determine all of
these costs up front so there are no surprises during the development process.
When creating the budget, refer to the game requirements and schedule
to determine what costs to plan for. These documents provide guidance on