Buyer planning guide

What changes a game’s cost and timeline?

A useful estimate starts with production variables—not a single price copied across unrelated games. Use this guide to prepare the details that reduce uncertainty.

The main cost drivers

Seven decisions shape most estimates.

01

Playable scope

Core loop, level count, progression, AI, UI, monetization, and content volume.

02

Platform count

Android, iOS, desktop, web, and store requirements add distinct QA and integration work.

03

Online systems

Accounts, multiplayer, matchmaking, cloud saves, leaderboards, analytics, and live operations.

04

Art direction

2D vs 3D, realism, character count, environments, animation, VFX, and UI production.

05

Performance target

Device range, frame-rate target, download size, memory, scene complexity, and network conditions.

06

Starting point

A clear brief and usable code/assets reduce discovery; rescue work may require an audit first.

07

Launch and ownership

Store preparation, privacy, analytics, backend operation, documentation, and source handover.

Planning bands

Think in production stages, not false fixed prices.

StageWhat it provesTypical duration bandEstimate basis
Focused prototypeCore controls, camera, gameplay loop, and technical direction.Usually measured in weeks.One playable slice with a defined acceptance list.
Vertical sliceA representative level with target art, UI, systems, and performance direction.Several weeks to a few months.Content quality, systems depth, platforms, and review cycles.
Production buildComplete content, platform work, QA, optimization, launch, and handover.Usually measured in months.Full content matrix, online scope, team dependencies, and release obligations.
Important: these are planning bands, not promises. A reliable schedule is issued only after the scope, current assets, dependencies, acceptance criteria, and review speed are known.

How to lower risk

Buy evidence before buying scale.

Start with the unknowns

If controls, camera, multiplayer, art pipeline, or device performance are risky, prove them in a focused build first.

Freeze acceptance criteria per milestone

Name the build, assets, supported devices, source files, reviews, and revision boundary before each phase begins.

Reuse only what is legally and technically usable

Existing assets can reduce cost when licenses, quality, pipeline fit, and engine compatibility are clear.