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Features

The Game Proposal
Part Two: The Contents
7. The Budget and Schedule
The budget and schedule are the amount of time and money it will take to make the game. I discuss Budgets and Schedules in the article Budgeting and Scheduling your game on Gamasutra.
8. The Game Demo
I mention the game demo last because it is most likely the most important part of your submission, especially if you are a not a top hit producer, and also most likely the part most of you are already familiar with -– actually creating the game.
This article is meant to give you a detailed overview of the business end of the proposal package and a detailed discussion of the technical aspects of the game demo are out of the scope of this article. A few words though. A game demo must obviously run well, not have any viruses on it, and be easy to use. A good menu is worth the trouble for a demo that is unable to be played is useless.
Putting It All Together
Working through all the aspects of your game proposal takes time, and it may feel like a real chore to a developer who would rather code or create art. But a well-formed proposal is the best tool to convince a publisher you can make the game you propose and that the game will sell.
Remember that although publishers are inundated with game submissions you can make yours really stand out by putting your best foot forward and you do that by giving the publishers what they want – a game that will sell and a development team that can make that game.
End
[Luke Ahearn has over fourteen years of professional game development experience and has served in lead positions such as designer, producer, and art director on seven published game titles including Dead Reckoning and Americas' Army and worked as a background artist at EA. He has authored six books on game development and ran his own computer game company for ten years. Currently, he is the Art Director and partner of ICPU.]
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