Business

How to Compare Game Development Proposals Side by Side

Game development proposals are hard to compare because every studio structures theirs differently. Here is a framework that puts them side by side on the six things that matter.

Vectra Play 7 min read
Two game development proposals on a desk being compared with highlighted sections

Game development proposals resist comparison because every studio uses a different format, different milestones, different pricing models, and different assumptions about what is included. A framework that normalises them to six common axes lets you compare two or five proposals on the things that actually predict project success.

Why comparison is hard

Three specific reasons.

Different scope assumptions. One studio includes QA and deployment, another does not. The cheaper quote may be more expensive once you add the missing pieces.

Different milestone structures. One studio uses four milestones, another uses eight. The phases do not align, so comparing deliverables per phase is misleading.

Different pricing models. Fixed price, time and materials, or a hybrid. Each distributes risk differently, and comparing the headline numbers is comparing different things.

You cannot fix this by asking every studio to use the same format. You can fix it by extracting the same six data points from each proposal and comparing those.

The six axes

Every proposal, regardless of format, contains information on these six axes. Some state them explicitly. Others bury them.

AxisWhat you are comparing
Total costThe full amount including everything, not just the headline
Scope boundaryWhat is included and what is explicitly excluded
TimelineStart to finish, with milestones and decision points
Team compositionWho works on the project and at what allocation
Risk allocationWho absorbs overruns, delays, and scope changes
Change processHow additions and changes are handled and priced

Extract all six from every proposal. If any is missing, ask for it before comparing. A proposal that omits the change process, for example, is a proposal where scope changes will be negotiated without a framework, which is a risk factor in itself.

Total cost: the honest number

The headline price is rarely the total cost. Three items are commonly excluded.

Third-party costs. Asset store purchases, sound libraries, analytics SDKs, and server hosting. Some studios include these, others list them as client responsibility.

Post-delivery support. Bug fixes after launch, store submission support, and the first round of patches. A proposal that ends at "build delivered" costs less than one that includes a month of post-launch support, but the project needs both.

Project management overhead. Some studios include a dedicated producer in the price. Others assume the client manages the project, which saves money and costs the founder's time.

Add everything together. The proposal that seems twenty percent cheaper may be five percent cheaper once excluded items are accounted for. The economics are also in How to Read a Game Development Quote.

Compare total cost, not headline price. Every proposal excludes something different.

Scope boundary: what is in and what is out

Read the exclusions more carefully than the inclusions.

A proposal that includes "game development, art, and sound" tells you less than one that explicitly excludes "backend infrastructure, analytics integration, store submission, and localisation." The exclusion list is the list of things you will need to handle or pay for separately.

Build a checklist of everything your project needs. Check each item against each proposal. The gaps between proposals are where the real cost differences live.

Common gaps to check.

Timeline: what the dates actually mean

Compare timelines by milestone deliverable, not by calendar date.

A four-month proposal with a playable prototype at week four and a six-month proposal with a playable prototype at week two are not as different as the calendar suggests. The second studio front-loads the prototype, which may mean earlier validation.

Check three things.

  1. When is the first playable build? Earlier is better. It means decisions are based on something real rather than documents.
  2. Where are the decision points? A proposal with a decision point after each milestone lets you course-correct. One with a single approval gate at the end does not.
  3. How much buffer exists? A timeline with no slack is a timeline that converts the first surprise into a delay. Buffer should be visible, like contingency in a budget.

Team composition: who does the work

Two questions.

Who specifically is assigned? Names, roles, and allocation percentages. A proposal that names the lead engineer and the artist is making a commitment. One that says "a team of experienced professionals" is not.

What is the allocation model? Full-time dedicated, part-time shared, or on-demand. A shared team at half allocation takes twice as long on the calendar, which matters for timeline comparison.

If two proposals have similar costs but different team sizes, the one with fewer senior people may produce better work than the one with more junior people. Experience per person matters more than headcount, and In-House vs Outsourced covers the broader picture.

Risk allocation: who absorbs surprises

The most important axis and the least discussed.

Fixed-price proposals put most risk on the studio. If the project takes longer, they absorb the cost. The trade-off is less flexibility, because changes mean renegotiation.

Time-and-materials proposals put most risk on the client. If the project takes longer, you pay more. The trade-off is more flexibility, because scope can shift without a formal change process.

Hybrid proposals split the risk. Fixed price per milestone with flexibility within each milestone is the most common version.

Neither model is better. The right choice depends on how well-defined the scope is. A clear, stable scope favours fixed price. An exploratory project favours time and materials. The contract details are in Fixed Price or Hourly.

Ask each studio what happens when the project goes over estimate. The answer tells you more about risk allocation than the contract type does.

Change process: what happens when scope shifts

Every project's scope changes. The proposal should describe how.

Three things to compare.

A proposal with no change process is a proposal where the first scope change becomes an argument about what was included.

A scoring method that works

Score each proposal on the six axes using a simple three-point scale.

ScoreMeaning
1Incomplete or unclear on this axis
2Addressed but not strongly
3Clear, detailed, and well-structured

Total the scores. The highest score is not automatically the winner, but proposals scoring below 12 out of 18 have gaps that will cost time or money later.

Weight the axes by what matters most for your project. If the budget is tight, weight total cost and risk allocation higher. If the timeline is critical, weight timeline and team composition higher.

What we would do

Build a comparison spreadsheet before the proposals arrive. List the six axes as rows and the studios as columns. Fill it as each proposal comes in. The gaps become visible immediately.

Ask every studio the same three follow-up questions: what is excluded, what happens when scope changes, and who specifically will work on this. The studios that answer clearly and quickly are the ones with real project experience.

Then score the proposals and compare the scores to your gut feeling. When they disagree, investigate the gap. The score sometimes catches something the gut missed, and the gut sometimes catches something the score cannot measure.

The short version

Build your comparison spreadsheet before the first proposal arrives. If you want a proposal structured for easy comparison, start a conversation.

Related reading: How to Read a Game Development Quote, Red Flags in a Game Development Proposal, and Questions to Ask Before Signing.

#Business#Studios#Budget#Process
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