I wrote up my own budget for the project as an exercise, and thought it would be good to document it somewhere so here it is!
Vertical Slice/Release Budget.
Weekly
3d/Programmer: Negotiated £354.9
Programmer: £386.8
3d Artist: £323.5
2D Artist: £339.2
14 week project.
3D Artists x 2.
4529.6 x 2
3D/Programmer x 1.
4968.6
3D/Programmer/Lead x 1.
4968.6 x 1.5 = £7452.9
TOTAL: £21480.7
Substance £15.39 a month.
15.39 x 4 = £61.56
Vertical slice Grand Total: £21542.26
Total dev time for release: (another month and a half) £53855.65
+ Marketing
4 weeks at 2D Artist Salary.
£339.2 x 4 = £1356.8.
53855.65 + 1356.8 =
£55212.45
£21542.26
+ 10% (Risk Mitigation)
£60733.7
£23696.49
+ $100 for steam distribution (£77)
£60800.5
Profit.
Selling Price: £15 on release.
As steam take 30% of your sales, and itch take 10%
Assuming 10% of our sales are on itch.
Total sales revenue needs to be
60800.5 x 0.9 = 54720.45 (Steam sales dev costs) x 1.3 = £71136.59
60800.5 x 0.1 = 6080.05 (itch sales dev costs) x 1.1 = £6688.06
Total Revenue to break even. £71136.59
Sales needed to break even: 4743.
Minimum case. (Profit 2)
£40 x 10 = £400. (Unity Pro) Additional 27 sales
Sales needed
4743 x 2 + 27 = 9513 sales
Revenue: £142,695
Profit = 142,695 – 60,800.5 = 81894.5
((81894.5 x 0.9) x 0.7) + ((81894.5 x 0.1) x 0.9) = £58,964
Best case. (Profit 4)
£150 x 10 = £1500. (Unity Pro) Additional 100 sales
Sales needed
4743 x 4 + 100 = 19072 sales
Revenue: £286,080
Profit = 286,080 – 60,800.5 = 225,279.5
((225,279.5 x 0.9) x 0.7) + ((225,279.5 x 0.1) x 0.9) = £162201.24
The differences in approach and thus different budgets, were that I wanted to negotiate a weekly salary for the project with each member based on what they would be doing.
I also did a full calculation including the % of profits each platform takes as a cut of your sales. The worst case scenario is what I the company would have to sell to maintain its current size, and make another game. The best case represents a good amount of profit resulting in company expansion.