Process

What Happens in a Discovery Phase, and What You Walk Away With

Before a studio builds anything, there is a short planning phase. Here is what actually happens in it and the documents you should walk away with.

Vectra Play 3 min read
A desk with a laptop, notes and a pen during planning

Most good studios will not quote your full game from a first call, and that is a feature, not a stall. What they propose instead is a short discovery phase: a small, fixed piece of work that turns your idea into something buildable and priceable. Here is what actually happens inside it.

Why it exists

An idea, even a detailed one, leaves hundreds of decisions open. Which moments are the game? What can be cut? What will the servers cost monthly? Which engine, which art style, which monetization? A quote given before those answers exist is a guess, and guessed quotes are where blown budgets come from. Discovery replaces the guess with a plan.

What actually happens

Discovery is mostly structured conversation and expert homework, typically over one to three weeks:

What you walk away with

The deliverables are the point. By the end you should hold:

Read that list again as a test of any studio you interview. Discovery that produces documents you own is an asset. Discovery that produces only a sales pitch is a red flag.

What it costs and why it pays

Discovery is usually a small fraction of the project price, and reputable studios credit it toward the build if you continue. The money buys you two things. First, a quote you can trust, because it is priced from decisions, not adjectives. Second, freedom: the documents are yours, so you can take them to any studio for competing bids, or pause with a complete plan in hand instead of a stalled dream.

A game is one of the larger creative purchases a business makes. Spending one small phase making sure everyone is building the same game is the cheapest risk reduction available.

#Discovery#Planning#Process
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