How to Read a Game Development Quote Like a Pro
Two quotes for the same game can differ by multiples, and the cheaper one is often the expensive one. What each line means and the questions that expose gaps.
You sent the same brief to three studios and got back three numbers that are not even close. One of them is not automatically greedy, and the lowest is not automatically the deal. Quotes differ because they contain different things, and learning to read them is how you avoid buying the gaps.
What a real quote contains
A professional proposal is a scope document with prices attached. You should be able to find:
- Deliverables by name. Not "a puzzle game" but the level count, the feature list, the platforms, the store submission itself
- Phases and milestones. Design, prototype, production, testing, launch, each with a date and a payment attached to something you can see and approve
- What is excluded. The honest quotes say it plainly: marketing assets, server costs, store fees, post-launch support. Exclusions in writing are a sign of experience, not stinginess
- Ownership terms. Source code and assets transfer to you, stated in the document, not assumed
- Revision expectations. How many rounds of changes are included, and what change requests cost after that
If a one-line quote just says "your game, complete, X dollars," the scope lives in the studio's head, and you will meet it for the first time during a disagreement.
Why the numbers differ by multiples
Almost always one of four reasons. Different scope assumptions: one studio quoted 30 levels and cloud saves, another quoted 15 and none, because your brief let them choose. Different quality bars: portfolio tells you this faster than the PDF. Different geography: rates vary worldwide, and strong teams exist at many price points. Or a fishing quote: a low number designed to win the signature, with the real price arriving as change orders once you are committed and switching is expensive.
The fishing quote is the one that hurts, and the tell is vagueness. Precision in a proposal costs the studio effort. Studios fishing do not spend effort before the signature.
The questions that expose gaps
Ask every studio the same five and compare answers. What happens if the game needs more work than estimated? Who handles store rejection and resubmission? What exactly do I receive at each milestone? What does support cost after launch? Which third-party services will the game need, and what do they bill monthly?
Studios who have shipped answer instantly, because they have lived every one. Long pauses are data.
Comparing honestly
Rewrite each quote as: what am I getting, at what quality, with what risk sitting on whose side. Sometimes the high quote is padded. Just as often it is the only one that priced the whole job, testing, submission, fixes, handover, while the low one priced the fun part and left the rest for change orders. The quote you want is not the cheapest or the fanciest. It is the one precise enough to hold both sides accountable, signed by a team whose portfolio proves they finish.
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