Playable scope
Core loop, level count, progression, AI, UI, monetization, and content volume.
Buyer planning guide
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
Core loop, level count, progression, AI, UI, monetization, and content volume.
Android, iOS, desktop, web, and store requirements add distinct QA and integration work.
Accounts, multiplayer, matchmaking, cloud saves, leaderboards, analytics, and live operations.
2D vs 3D, realism, character count, environments, animation, VFX, and UI production.
Device range, frame-rate target, download size, memory, scene complexity, and network conditions.
A clear brief and usable code/assets reduce discovery; rescue work may require an audit first.
Store preparation, privacy, analytics, backend operation, documentation, and source handover.
Planning bands
| Stage | What it proves | Typical duration band | Estimate basis |
|---|---|---|---|
| Focused prototype | Core controls, camera, gameplay loop, and technical direction. | Usually measured in weeks. | One playable slice with a defined acceptance list. |
| Vertical slice | A 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 build | Complete content, platform work, QA, optimization, launch, and handover. | Usually measured in months. | Full content matrix, online scope, team dependencies, and release obligations. |
How to lower risk
If controls, camera, multiplayer, art pipeline, or device performance are risky, prove them in a focused build first.
Name the build, assets, supported devices, source files, reviews, and revision boundary before each phase begins.
Existing assets can reduce cost when licenses, quality, pipeline fit, and engine compatibility are clear.