Platform, scope and art readiness
Name the intended platform and supported devices, the main player loop and the first release you want. Art, animation, audio and interface requirements are inputs to the scope. Identify what you supply, what needs creating or adapting and how licensing will be handled. More platforms require decisions about controls, builds and testing; a mobile example does not establish a quotation for every platform.
Connected systems create work
Count both systems and their interactions. A merge chain can connect item rules, objectives and story progression. A cooking game connects orders, preparation, timers and rewards. Our restaurant and detective puzzle examples help make those questions concrete. Content counts and exceptional states matter as much as feature labels.
Multiplayer and external dependencies
For online play, describe match rules, accounts, reconnection expectations and who operates supporting services. Integrations, subscriptions, hosting and third-party licences can incur expenses separate from development. Compare proposals using the same responsibilities and assumptions, without presuming a particular networking provider.
Existing code changes the starting point
A working project may reduce implementation effort. Undocumented dependencies, unfinished systems or fragile interactions may require assessment and rework. Share the actual code condition and reproducible issues. Do not treat a percentage-complete estimate as evidence of the remaining cost.
Illustrative brief: a limited prototype
Example only, not a client project or fixed package: test one core loop on one agreed device group with placeholder assets and a small amount of content. Define the input, output and review criteria. Exclude store publication, a finished art catalogue and online services unless expressly scoped. The major drivers are the uncertain mechanic and how much experimentation is required.
Illustrative brief: a fuller game release
Example only: turn an agreed loop into a release with menus, progression, content, finished assets and defined device testing. State content quantities, integrations, account responsibilities and release requirements. Ongoing hosting, purchased assets and later updates remain separate unless included. Connections between systems, content production and test coverage drive effort.
Illustrative brief: an existing-game update
Example only: add one feature or fix a specified issue in an inherited project. Include an initial code assessment, dependencies and regression checks for affected behaviour. Exclude unrelated rewrites and unknown defects from the initial estimate. Code condition, reproducibility and compatibility with existing data shape the work.
Give an estimator useful information
- A concise idea, genre, platform and project stage.
- Prioritised features and content quantities for the first version.
- Public references with an explanation of what matters in them.
- Available code and assets, their condition and ownership.
- Required testing, integrations, release responsibilities and any timing or budget constraints.
Compare assumptions and plan maintenance
Ask what is excluded, how changes are priced and what constitutes acceptance. Distinguish development fees from asset, store-account, service and maintenance expenses. Plan who monitors dependencies and manages updates after handover. Share your priorities, available assets and any budget or timing constraints to start a useful discussion about scope and estimates.