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A Statistical Analysis of Game Development Costs
Learn how to break a game budget into labor, tools, licensing and marketing, then build a range-based estimate with contingency using a hypothetical example.
Making Games
Budgets, schedules, tools and getting a game noticed.
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Learn how to break a game budget into labor, tools, licensing and marketing, then build a range-based estimate with contingency using a hypothetical example.
Why game schedules slip, how to track velocity and milestones, and why time estimates work better as ranges, with a hypothetical sprint example.
Learn to judge game marketing by funnel steps such as views, wishlists and purchases, and why crediting sales to a single campaign is risky.
What a game engine does, how its rendering, physics and scripting layers developed over time, and why teams choose to build or license one.
What helped small teams ship games, from cheaper tools to digital storefronts, and how to read success-story statistics with skepticism about survivorship bias.
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