Game Career Guide is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Get the latest Education e-news
  • How To Realistically Scope Your First Indie Game

    - Tom Safarov
  • Hi! I'm working in a small indie studio where we are making our first PC game at the moment. Today I'd like to talk about the importance of rescaling your gaming project to make it manageable and make sure it will ever see the light of the day.

    My story begins with this post on Reddit where the author looks for a publisher willing to pay $70k per month to his team during the period of 1.5 years to develop a 3D first-person horror game for 14-20 hours of gameplay. The total sum of the investment sought for approaches to $1.25 million. My first reaction on this was: dude, are you cereal?

    First, if you're not the figure of Hideo Kojima scale having at least one successful and known game behind, you will most likely never find an investor ready to throw millions of dollars into your team's very first project. There's simply not enough credibility to secure any significant financing at this point. Development of BF-like game (3D, FPS, 20 hours of gameplay etc.) will require hundreds of thousands if not millions of dollars to invest. Where will you take that much money being a small indie dev with no successful background in the industry? The most tragic part here is that some enthusiasts use to be misled by their fantasies so bad, they sell their houses and borrow money from their families and friends, who rarely understand what they are going into. Even if you do that, you will most likely secure enough money to upkeep your development for the next 5-6 months. Then what?

    Solution #1: Re-scale and do as much as you can with the available resources

    Well, you better be realistic here. The first solution is re-scaling and re-evaluating your project. If you estimate your upcoming game development in $300k and realize you're gonna need a team of at least 12 members to finish it, why don't you re-scale it? Change 3D to 2D, and suddenly you don't need the most expensive 3D-modellers and top-notch working rigs anymore. Suddenly you discover that the total cost of your project drops ten times or even more, giving you the numbers you can really work with. Re-scaling grants you the opportunity to complete the development and release your game to the market, instead of inevitably exhausting all the scarce resources you may have and go bankrupt - both financially and emotionally.

    Thinking big is great, thinking rational is better. ©

    Every time you encounter a problem with insufficiency of resources think how can I adjust my project to complete it with current resources? Don't try to sell your mom's house to finance another petty month of the expensive 3D development. Because you're gonna need more. And then more again. Remember that your goal is not making a clone of Destiny-2 with blackjack and dazzling VFX, but to release a completed and working game to the market. Even if it is smaller and does not have burning tornadoes and exploding dreadnoughts falling from the skies.

    Solution #2: Give people something to play right now

    Focus on creating a working demo showcasing your game's killer-features. Create something you can shamelessly demonstrate to your potential investor, publisher or just your regular gaming crowd. Keep in mind that everyone you approach will anticipate something to play right now at the moment of contact, not sometime in the indefinite future. Having a demo reflecting all your game's key features, makes your team look professionally no matter who you approach at the moment.

    If you're still going to ask the investor to finance your very first project, be sure having a detailed plan of development with the budget containing upcoming expenses and resources that it will require.


comments powered by Disqus