| |
|
|
||||
![]() |
||||||
| |
|
|||||
|
Ask
Mary-Margaret:
"I'm concerned about what'll happen to my development studio's finances if our "Dev and Pub" project runs late. How do developers with schedule overruns continue to fund their projects?" -Bean Counting in Boston I hate to say it, but this situation isn't uncommon for most publishers and developers. In an ideal world, you can feel like you can be honest with your publisher, explain how the overrun occurred, and see if they'll be reasonable and increase your budget. Be prepared for some fast talking, though, and I'd have a LOT of documentation on hand to support your claims, particularly if the reason for the cost overrun was due to a lot of undocumented change orders (requests for modifications in the product) from the publisher. If that's the case, and the producer was the reason for the change orders, he or she may not really be your best ally in this situation. You may need to go above that person to someone with more authority, who wasn't directly responsible for the changes. A business agent is invaluable in these kinds of negotiations. A technique that works sometimes is the developer trading royalty points for cash. But the publisher will be hesitant to do this, since it takes away from the developer's long-term incentive to make a profitable product. It's worth trying, though. Your most likely solution will be to get the publisher to scale back their expectations. You'll deliver less of a product for the same budget. This is almost always what happens in this situation. Obviously, none of these solutions are going to be easy to implement. The easiest way to deal with this problem is not to get into budgetary trouble in the first place. The main thing to make sure is that your initial budget and schedule are accurate from the start. I also recommend structuring your project schedule with priorities and "wish lists" so that you know where to cut when the time comes. One of our industry friends refers to this as "drawing the dotted lines"! Get the critical work done early in the schedule, and add the extra evil minions and their unique special effects weapons last. My suggestions for avoiding this situation
Ellen likes to say that "Ideas are easy, production is hard." I'm going to change that to "Ideas are easy, production is hard, and balancing the finances of a development studio is really, really hard!" It can be done, but it isn't easy.
________________________________________________________ |
|
|