So, my “real job” for the last eight years has been running my own photography business. It’s meant good things for me when it comes to designing games: I’m already really familiar with sticking to a budget, how to make that budget, and dealing with vendors. The approach I take to budgeting for a game is very similar, but not identical, to the approach I take when budgeting for a photo shoot.
There’s the total amount of money you have, and the total number of priorities you have. In this case, the total money on hand is $1000. So what are my priorities?
- Game Text
- Printing
- Art
- Layout and Design
- Editing
- Playtesting
- Promotion
- Online/electronic support
My first question is always the same: what here can I do for free or cheap? I’m doing the writing and layout myself, so that’s not going to cost me. Wait: there are two things I’m having trouble with, design-wise: I want to do something more with the cover I have, and I want the tables to look better than they look. I’ll have to allot some money for those two things. There are always minor playtesting costs; I can take any overly-large playtesting costs from my budget, I guess, but that stuff might be best coming from additional sources (more on those later). The good thing about Two Scooters is that we work as a collective, so I’m going to go ahead and assign Shreyas the editing, since he assigned a lot of the writing in Radiant to me. Finally, I’ve been in talks with someone to help me with the online support in exchange for the use of a SDK for iPhone, so the cost there is reduced. Let’s look at that list now:
- Game Text
- Printing
- Art
- Layout and Design Tables and cover
- Editing (assigned to Shreyas)
- Playtesting (coming from additional funds)
- Promotion
- Online/electronic support (negotiating for cheap)
Now I’ve got to look at what’s left and rank them, considering both what’s most important to me and what I know is going to cost the most money. Print costs are probably the first thing, both in importance and cost. Art next, then promotion, then online/electronic support. I’m putting the tables and cover last, not because they’re the least important, but because they’re what I think I can do for the least amount of money. The next step would be to assign them percentages of my budget, but I don’t have a quote I like from a printer yet. I’ve got three printers who still need to email me quotes, so that will be its own post in the future.
So far, this has been pretty much identical to how I budget for a photo shoot. Here’s where it changes: I mention additional funds. Since the thousand bucks is coming from the first DivNull Lark, I’m in a position where I feel it’d be okay to supplement my budget if necessary, or if there are small things that I don’t think should come from the main funding. Examples: I like to throw playtesting dinner parties, but I don’t see the need to pay for the food with my budget. Likewise my admission to JiffyCon next month, where I plan to playtest the game. PAX East? Possibly. Depends on how done the game is in March, and whether I think reaching a new market that large might be worth 5% of my budget (it might). Irregardless, it’s important to identify these possible additional sources of funds, so that I have a good idea of when these funds may become available, what from my personal life they may cut into, that kind of thing.
- Preorders
- Personal money
- 2009 tax return
So, preorder cash isn’t going to come until the end of the development cycle. Tax return won’t come until February or March at the earliest. Personal money always sort of exists, but in low amounts. That means lots of low-cost, semi-regular stuff is best paid for with personal money: that sounds like playtest costs to me. Since the other two sources have specific timeframes attached to them, I probably shouldn’t direct any of my costs to those financial resources until I have a development timeline worked out.
Which will be in my next post.
Filed under: Blowback, Dissolute Games by Elizabeth
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