That
quote says it all. If you are one of the brave souls approaching a publisher
with a game proposal, hopefully you have a budget and a schedule as part
of that complete proposal. Usually, a publisher asks you to create a detailed
budget and schedule, if they don't you still need to create a budget and
schedule for your own uses during development.
Be
advised that a the schedule and the budget is not only for you to use
as you develop the game; a well-done schedule will help the publisher,
investor, or banker see the scope of your project and, more importantly,
it will be the biggest illustration as to whether you can actually produce
the proposed title. A well-developed schedule is yet another factor a
publisher will look at when determining whether you can do the game you
propose and if you understand what you are trying to get into.
An
all too common misconception of scheduling is that writing a schedule
is simply filling in the blanks on the fly. Trying to write a schedule
with out proper planning and research is a waste of time at best and potentially
a great danger to your business. Schedules (like budgets, design documents,
and all important documents) come from research and prior planning. If
you write a business plan or proposal and gloss over (or make up) the
answers, then you doom yourself and your proposal. When a publisher looks
at your schedules and budgets, they will spot inconsistencies and errors
right away.
Schedule
Before Budget
You
must take several steps in order to gather the information you will need
to properly schedule your game. This information includes, but is definitely
not limited to the following steps:
Interview,
separately and in groups, the team members to assess their needs and
opinions on your first pass at the schedule.
Interview
those who have done what you are about to do and comparing notes.
Talking to experienced developers or any person that has managed a
sizable project will be a great help here.
Read
up on the latest in the technology, methods, and equipment you will
be using.
Be
intimately familiar with each task and goal that must be accomplished
in your project, or have a team of leads who are.
To
generate budgets and schedules properly you have to understand project
management to some degree. Project management for a game project entails
the following:
Planning
the game project
Extracting
the schedule and the budget from those plans
Controlling
the generated budgets, schedules, activities, and overall objectives
throughout the life of the project.
A
good project manager will also do a thorough postmortem of the project
for future reference.
Plan
Your Dream Scenario
To
begin with, you should plan your game title assuming you have the best
possible resources at your disposal, whether they will actually be available
or not. The time for compromise is later. Start by assuming you have the
money to buy the necessary equipment, rent the best office, and pay the
best people to do the work. The initial game design should be done this
way as well; design the best game possible. You will juggle numbers and
make compromises later—right now define the best possible solutions
with no limits, working toward the highest possible ideal.
Working
toward the highest ideal possible initially is good project management.
This approach opens up opportunities to achieve goals previously assumed
impossible or improbable. By aiming high, you may make it halfway to your
goal, but by aiming low you will never get above the low standard set
from the beginning of the project. If an ideal goal is never examined,
then it does not have a chance of being reached. We'll look at an example
of this later.
Put
It on Paper
You
should already have at least a rough version of your design document done
at this point, the basics of what your game will be. At this point the
seemingly simple notes you are jotting about you title, genre, technology,
and scope of the game are almost an encoded version of your schedule and
budget. After the actual treatment is written a publisher can read it
and have a very good idea what it will take to develop the title you propose.
They can then check your supporting documentation to see if it is in line
with what they think to be true.
Warning:
I must repeat that your statements of performance in your cover letter,
design documents, and other selling documents tells the publisher what
you are proposing, and your budgets and schedules tell them whether you
know what you are talking about.
Once
you start putting the schedule on paper you will begin to notice relationships
you could not have seen otherwise and a million questions will pop up.
Not until you actually list everything that has to be done and everything
that you want to do on paper in an organized fashion will you start to
see what you really have ahead of you. And once you start assigning responsibilities
to the tasks, you start to see overlap in schedules and work flow.
Also,
don't forget holidays, conventions, and other milestones and dates in
your schedule. These days, even one-day events will be critical if they
fall on a milestone day. If you set a milestone on a religious or national
holiday when a key worker is needed, there may be conflict if they expect
that day off. Holidays and days off are part of employee hiring and management
as well.
Following
are some common scheduling mistakes made by beginners:
Defining
the scope of the project (time and monetary budget to reach the desired
outcome) by what they think the publisher wants to hear, or using
so-called conventional wisdom to give pat answers, such as a game
takes two years and $2 million to develop. That time and dollar figure
will not always fit any given project.
Defining
the scope of the project using personal desires or agendas; inflated
budgets, huge salaries, and even the opposite, tiny salaries and not
enough resources to do a project hoping to woo a deal out of the publisher.
Defining
the talent needed by whom they have on hand or personal loyalty. This
is not to say that loyalty should not be rewarded, but if any member
of the team cannot produce the needed assets for the game, then they
have to be released or demoted. This is where the reality of business
can be harsh, and it's hard to be the boss when you have to let someone
go. However, people management is another important topic and very
different from planning a project. It is O.K. to schedule and budget
supplemental employees or contractors to complete your game. Unless
you have done it before, people management is very difficult and especially
so with friends and family.
Not
understanding each and every decision in the plan and being able to
justify those decisions. Salaries are often one of the biggest areas
where developer and publisher disagree. While a developer may see
certain top developers sporting the rich lifestyle, they may not be
aware of what the typical pay rates are in the game industry.