Guidelines
for the Game Proposal,
continued
Legal
analysis (if applicable):
If this game involves copyrights, trademarks, licensing agreements,
or other contracts that could incur some fees, litigation costs, acknowledgments,
or restrictions, then list them here. Don't bother mentioning the necessity
of copyrighting the game's title or logo, as these are par for the course
and likely to change anyway.
Cost
and revenue projections: The cost and revenue projections can
be done in conjunction with the finance and purchasing departments.
This data should give the reader a rough estimate of resource costs
based on the technical analysis's estimated resources.
- Resource
cost: Resource cost is based on the estimated resources within
the technical analysis. Employee costs should be based on salaries
and overhead, which the finance or payroll department should provide.
You can list these as average by title or level. Any hardware or software
that you purchase should be listed as well, even if it will ultimately
be shared by other projects or folded into the overhead budget. Use
a table or embedded spreadsheet as it is easier to read and edit.
For example:
|
Employee
|
Cost
Per Month
|
Work
Months
|
Total
|
| 2D Artists |
$4,000
|
35
|
$140,000
|
| Lead Artist |
7,000
|
14
|
98,000
|
| Level Designers |
3,000
|
35
|
105,000
|
|
Total:
343,000
|
|
Hardware/Software
|
Price
|
Qty.
|
Total
|
Graphics
Workstations
(PIII 500MHz/256MB/9GB/Voodoo2) |
$4,200
|
3
|
$12,600
|
| 3D
Studio Max Extended Site License (5-user pack) |
3,000
|
1
|
3,000
|
|
Total:
15,600
|
- Additional
costs (if any): This section is an assessment of additional costs
incurred from licensing, contracting, out-source testing, and so on.
- Suggested
Retail Price (SRP): You should recommend a target retail price
before your game goes in the bargain bin - pray that it does not.
The price should be based on the price of existing games and an assessment
of the overall value being built into the product and the money being
spent to develop and manufacture it. Of course, your distributors
will likely push for a lower sticker price or work some deals to use
your game in a promotion that will cut the price even further, but
that will all be ironed out later. Keep in mind that the higher the
sticker price, the lower your sales, especially in a competitive genre
where there's not as much demand as supply.
- Revenue
projection: The revenue projection should show pessimistic, expected,
and optimistic sales figures using the costs that you've already outlined
and the suggested retail price. Other factors, such as marketing dollars
and company overhead, should be left out of the picture as these are
subject to change; if a minimum marketing budget is known, however,
then you should certainly factor it in. Often the revenue projection
is best represented with a pie chart or a bar chart. Be sure to indicate
with an additional wedge or bar the costs incurred from any of the
risks described in the technical evaluation and show totals with and
without the risk assessment.
Art:
If your game concept did not include any art, then the game proposal
certainly should. The art should be created by skilled artists. Dispose
of or replace any of the art in the concept document that was not created
by the artists. The art will set the tone for the game. Assume that
the readers may only look at the art to evaluate the proposal, so be
sure that it expresses the feel and purpose of the game. Include a number
of character, unit, building, and weapon sketches, in both color and
black and white. Action shots are great. Include a GUI mock-up if your
game is a cockpit simulation. Be sure to have good cover art. Paste
some of the art into the pages of the documents, as it helps get your
points across and makes the documents look impressive.
Presentation:
The whole proposal, including the revised concept document, should be
printed on sturdy stock and bound in a fancy report binder along with
copies of the art. This document is to be presented to business people
- you know, those people who walk around your office wearing fine suits
to contrast with the t-shirts and cut-offs that you normally wear. Don't
forget that you're proposing a major investment, so make the proposal
look good and dress well if you're going to handle the presentation.
Preparing a slide show in a program such as Microsoft Persuasion is
helpful for pitching your key points and art.
Common
Mistakes
Some common mistakes in preparing a game proposal include:
- The
analysis is based on magic numbers. Try to back up your numbers by
listing your sources or explaining how you came up with them. Watching
a producer pull some numbers from thin air and throw them in the document
is almost laughable.
- The
proposal is boring. This is a selling document. Don't bore the readers.
Give them facts, but make these facts exciting, concise, and convincing.
- The
proposal fails to anticipate common-sense issues and concerns. You
should find out what this proposal is up against -- other proposals,
competitive products, financing concerns, cost and time expectations,
game prejudices, and historical mishaps. Your proposal will stand
a much better chance of being approved if it addresses these issues
preemptively rather than getting besieged by them during the review
process.
- The
proposal writer is overly sensitive to criticism. My experience might
be unique, but don't be surprised if the major promoter for your game
proposal decides to play devil's advocate. Make sure your proposal
is solid. Believe in it and remain confident, and you'll weather the
criticism and make believers out of those reviewing your proposal.
- The
proposal writer is inflexible to changes to the game. Often during
the process of gathering research or receiving criticism from the
review committee, some reasonable suggestions will arise for changing
or scaling back the design. Game development is a collaborative process.
Take the feedback and change the design, or the game could die right
there. The key word here, as tattooed on the arm of my buddy who served
in the Vietnam War, is transmute. He had to transmute to stay
alive and keep going, and your game idea may have to do the same.
This concludes
part one of a two-part series on the anatomy of a design document. In
the next part, I'll taunt you with some more colorful metaphors interspersed
with some useful guidelines for creating functional and technical specifications
and level-design documents. I'll also give you an overview of the document
review process and how it facilitates the game development cycle.
Tim
Ryan is a freelance game developer and software consultant. He has produced
and designed computer games since 1992. His recent work can be seen
in the PC game MechCommander: The First MechWarrior Game of Tactical
Command. Please send your feedback, questions, and business inquiries
to MuseOfFireProductions@yahoo.com.