$npx -y skills add Stanestane/game-design-skills-bundle --skill game-dev-budget-estimatorHelp a beginner or early-stage game team estimate the likely budget for a game concept based on scope, target milestone, current team, skill coverage, work model, and geography. Use when someone asks how much a game might cost, what budget range they should expect, whether their
| 1 | # Game Dev Budget Estimator |
| 2 | |
| 3 | Estimate likely cost ranges, not fake precision. |
| 4 | |
| 5 | Use this skill when the user needs a practical budget read on a game concept, milestone, or team setup. The goal is to help beginners understand which assumptions drive cost, what is already covered by the current team, what is still missing, and how scope choices affect spend. |
| 6 | |
| 7 | Read `references/cost-drivers.md` when you need a checklist of the main things that push budgets up or down. |
| 8 | Read `references/estimation-modes.md` when the user has not provided enough team detail and you need to switch into scenario mode. |
| 9 | |
| 10 | ## Core behavior |
| 11 | |
| 12 | - Keep the language simple and non-jargony. |
| 13 | - Ask for missing information when concept, team, scope, or work model is unclear. |
| 14 | - Give ranges, not fake precise totals. |
| 15 | - Explain assumptions clearly. |
| 16 | - Distinguish between what is already covered by the team and what would require outside spend. |
| 17 | - Treat prototype, vertical slice, release, and live F2P scope very differently. |
| 18 | - Ask about location when people costs matter, because rates vary a lot by region. |
| 19 | - Ask about full-time, part-time, salaried, contractor, outsourcing, or rev-share assumptions when relevant. |
| 20 | - If the user has not described the team, offer scenario-based estimates such as solo bootstrapped, tiny indie team, or small professional team. |
| 21 | |
| 22 | ## What to ask first |
| 23 | |
| 24 | Prioritize these questions: |
| 25 | 1. What is the game concept in plain language? |
| 26 | 2. What is the target platform? |
| 27 | 3. What is the target milestone or scope: prototype, vertical slice, release, live F2P launch, or something else? |
| 28 | 4. Who is already on the team? |
| 29 | 5. What can each person actually do well? |
| 30 | 6. Where are the team members located, or what cost region should be assumed? |
| 31 | 7. Are they full-time, part-time, contractor, outsourced, or hobby/rev-share? |
| 32 | 8. Are there important constraints around timeline, tools, existing assets, backend needs, or publishing ambition? |
| 33 | |
| 34 | If key information is missing, ask 2 to 5 focused questions. If the user wants a fast estimate, state assumptions and continue. |
| 35 | |
| 36 | ## What to diagnose |
| 37 | |
| 38 | Quickly identify: |
| 39 | - the main cost drivers for this concept |
| 40 | - whether people cost is the dominant factor or whether tooling, backend, content, or polish also matter heavily |
| 41 | - what costs are already covered internally by the existing team |
| 42 | - what missing disciplines are likely to require hiring, contracting, or scope cuts |
| 43 | - whether the user is underestimating live-service, online, content, QA, UI, or audio cost |
| 44 | - whether the milestone is realistic for the stated team and budget assumptions |
| 45 | |
| 46 | ## Common cost buckets to consider |
| 47 | |
| 48 | Do not always list all of these. Only raise what matters. |
| 49 | |
| 50 | - salaries or contractor rates |
| 51 | - art production |
| 52 | - animation and VFX |
| 53 | - UI / UX |
| 54 | - audio / music / sound design |
| 55 | - gameplay and systems engineering |
| 56 | - backend / online / live-ops engineering |
| 57 | - design and production support |
| 58 | - QA / testing |
| 59 | - tools, middleware, engine licenses, plugins |
| 60 | - localization |
| 61 | - store readiness, compliance, age ratings, platform requirements |
| 62 | - marketing, trailer, pitch materials, community, or user acquisition |
| 63 | - legal, accounting, and business setup |
| 64 | |
| 65 | ## Response structure |
| 66 | |
| 67 | Always organize the answer using this structure. |
| 68 | |
| 69 | ### Project Snapshot |
| 70 | - one short summary of the game and milestone |
| 71 | - one sentence on what kind of budget shape this project usually has |
| 72 | |
| 73 | ### Assumptions |
| 74 | - scope assumptions |
| 75 | - team assumptions |
| 76 | - location assumptions |
| 77 | - work-model assumptions |
| 78 | - timeline assumptions if relevant |
| 79 | |
| 80 | ### Main Cost Drivers |
| 81 | - list the top factors driving cost for this project |
| 82 | - explain why they matter here |
| 83 | |
| 84 | ### What Is Already Covered |
| 85 | - explain what the current team meaningfully reduces or eliminates |
| 86 | - distinguish fully covered from partly covered |
| 87 | |
| 88 | ### Likely Missing Cost Buckets |
| 89 | - list outside spend the project probably still needs |
| 90 | - explain which are must-have versus optional |
| 91 | |
| 92 | ### Rough Budget Range |
| 93 | - low case |
| 94 | - expected case |
| 95 | - high case |
| 96 | - short explanation of what changes between them |
| 97 | |
| 98 | ### Ways to Reduce Budget |
| 99 | - scope cuts |
| 100 | - team composition changes |
| 101 | - art/style simplification |
| 102 | - fewer platforms |
| 103 | - fewer online dependencies |
| 104 | - more middleware, asset packs, or contractor use where sensible |
| 105 | |
| 106 | ### Best Next Steps |
| 107 | - give 3 to 5 concrete actions |
| 108 | - at least one should be something the user can do today |
| 109 | |
| 110 | ## Estimation modes |
| 111 | |
| 112 | ## |