$10,000 Is The Magic Number

Hi there, #AltDevBlogADay denizens! I’m Simon Cooke, and this post is all about how to budget your game in preparation for pitching to a studio. How do I know anything about this? Well… Back in 2008 I was incredibly lucky to join X-Ray Kid Studios (a group of very talented people involved in the creation of Google Lively, and with a  history in comic books, animation and video games going back decades) as their Director of Engineering. As time went on, I also shifted sideways into the role of Business Development Manager, where I helped take us from concept to pitching a number of game titles to several publishers. Unfortunately we ran out of steam before we could sign a deal, but I learned a lot along the way. (X-Ray Kid is still around though – it just morphed).

I’m very lucky to have had a number of very highly-positioned and experienced mentors at a variety of publishers. (They’ll remain nameless for now to protect their privacy, but let’s just say that one of them was the VP of Publishing for a large games publisher, and the other is the Production Director for a very large AAA franchise). And I got a lot of help from the wonderful people at Loose Cannon Studios, who helped fine-tune our pitches and took a lot of time out from their heavy production schedule right before they shipped to work with us on the process. Their input was invaluable (thanks, Dev, Ricci, Matt and Darci!).

So what is this Magic Number then?

$10,000 is the magical “man/month” cost of running a games studio, if you’re a publisher.

That is, it’s how much they expect you to spend on average, per employee, per month. Got a 100 person studio? They’ll want to write you a check for $1,000,000 a month. 5 people? That’ll be $50,000 a month, please. Although if you’ve got a 100 person studio, you’re probably in a different class of developer – the established, AAA title studio – and at that point, you’re on your own. All of this math goes out of the window, and your costs have probably gone up (last I heard was somewhere on the order of $17,000).

If you’re working at a games studio making $38,000 a year, you will probably now be wondering “what the fuck?”. Try to bear in mind that this is an aggregate figure – it includes the studio heads (who rightly or wrongly are probably making a lot more than you – after all they did take the risk and get the company up and running, which is no small feat; if you don’t like that, start your own company – it’s worth it, if you can do it). It also includes overhead such as paying for rent, office cleaning, phone lines, internet service, unemployment insurance, health insurance, employer-side payroll contributions, 401k programs, etcetera.

What it doesn’t include is software, computers, desks, office chairs, Maya site licenses, devkits, servers, running your company website and so on. Publishers expect that if you’re serious, you’ll have all that stuff already (either that, or if you’re sneaky, you’ve hidden them in your budget as something else so that you can buy them as you go along). Your infrastructure is your problem. As a side note here, so is having office space. You can get a games company started in your garage, and some people will laud you for it. But if you really want to avoid setting off red flags, you’ll need to rent some office space somewhere.

Devkits are actually a special-case. The publisher will provide those if you don’t want to buy them yourself – but they’re only borrowed, and you don’t get to keep them after the project is over. Where you will get into arguments there is how many they’ll provide. Expect to share them between folks at first unless you’re dealing with a nice large publisher.

Where You Are Matters… A Bit

$10,000 is only a rule of thumb. It’s a stake in the ground. It’s a handy hook to hang things off of. And it’s sticky – it’s a nice round number, so people like it. That’s psychology for you – it doesn’t matter if it’s correct or realistic, as long as people like it, and it makes sense in their world-view.

Depending on where you are in the world, you’ll cost more or less than other locations. For example, Seattle in 2009 was averaging $11,700/man/month. LA was roughly $9,300 – which is weird as all hell because LA is more expensive to live in than Seattle. I imagine that Wisconsin or Edmonton are quite cheap places to run a games company – and if you’re in Georgia, you can probably get a state tax benefit to offset the costs.

None of this actually matters. Get used to the $10,000 figure – it’s the rule of thumb everyone uses. Use that to get your pitch and budget off the ground, and at least then you’ve got an excellent starting point for the next phase of your endeavor – namely, refining it before you make a fool of yourself in public.

Keep Your Friends Close

Your best weapon in the war of making sure your pitch is fine tuned, and your budget makes sense, is to lean on the experience of others. We all have friends in the games industry (if you don’t, you’re not getting out from behind your desk enough). Over time, those people end up in different positions, work at different places, and eventually might even end up running the show.

You’d be crazy not to use this to your advantage. Your friends can help you to sanity check your proposal. Take their advice to heart; if at least two of them are telling you the same thing, then listen. Change your pitch. Change your budget. Change anything that you have to.

Keep doing this over and over until they’re satisfied and it feels right. Whatever you do, don’t do it in a vacuum – you’ll be wrong.

One of the weirdest experiences I had was putting together a $4,300,000 budget for a game, and being told repeatedly “this is too low!”. I’d done the numbers (including publisher-side cost and ROI estimates, because it never hurts to know what they’re getting out of the deal, and where the bottom line for them lies), and I thought that coming in pretty lean, even with a 15% profit margin baked in would be a big selling point.

It’s not. Actually, it hurts you. Lots.

The Sniff Test

Psychology plays a big part in selling people on a project. Remember: they’re going to give you a large chunk of money in return for what at the start is a vaguely defined promise of something great happening over the next two years. They’re going to keep throwing money at you until it’s done. (Because, after all, you can’t ship an 85% finished game – or even a 95% finished one).

This is a very scary prospect to most publishers – well, heck, imagine if you were going to give someone half your salary every month for two years because they told you that they were very experienced magic makers, and they were going to make some magic for you. You’d be extremely cautious. And what’s more, you’d be highly skeptical because your experience with magic makers in the past has taught you that it’s really hard to make magic, and a lot of the time you’d be better off burning that cash. At least then you’d be warm for a while.

So you’re going to want to build trust. Part of that is sounding like you know what you’re doing. And part of sounding like you know what you’re doing is sounding like everyone else who knows what they’re doing. You need to match the herd, become one with it, and look, smell and feel like the polished professionals you are. (Even if this is the first time you’ve done this).

In order to not set off red flags then, you need to make sure that your game proposal’s budget matches the budget of other games which are similar in size and scope to it. If you’re going to come in lower than them in terms of cost, you’ll need to make sure that you can justify it. The easiest way to do this for your first title is to not staff up too much internally and outsource everything you can. (Usually this will be art). (Sorry, artist folks… I love you, but honestly, this is the easiest way. The second title is where you can bring people in-house, which works better for communication anyway).

So my budget started at $4,300,000. (“That’s way too expensive for an arcade title, and waaaaay too small for a small game”). Then it grew to $5,800,000 (“That’s a mid-range small game… yours is bigger, you need to go higher”). $9,800,000 came and went with a “That’s really low for a mid-range title”. And finally, after much wrangling and gnashing of teeth to increase the budget, we landed on $12,800,000. And like Goldilocks, the budget was now just right.

A problem I never ever thought I’d ever have was trying to figure out how to spend more money. Wrestling with putting the right people in the right places was really tricky. But as you can imagine, this was a good problem to have.

No red flags. A huge budget, unexpectedly large to me, but no red flags. It’s a good place to be.

The Moment Of Truth

We walked into a number of major publishers with a budget put together like this. We brought printed copies with us, sanitized somewhat so that we were giving them aggregate data and not a salary breakdown of everyone on the project. (Oh, and I stripped out my projections for their side of the business too – because that’s apparently just plain rude). We walked in the door – and every meeting had at least one business development guy/finance guy.

We handed the budget to him, and collectively held our breath.

To a man, every time we did this, the financial guy flicked through it for a few seconds, nodded and left. He was satisfied. We weren’t clueless jerks. (Although we were asked if this included Wii and PS3 ports of the Xbox version, and when I said yes, eyebrows were raised… Which goes to show – you can’t always get everything right).

Wrap-Up

So here’s the salient points in bulleted list form:

  • $10,000/man/month is the average cost of a title. This may have gone up a bit over the last couple of years, but it’s such a nice magical round number that it’s sticky in the minds of those with the money – even if it’s not always realistic.
  • Use your friends to sanity-check your budget. They know better than you, and more eyes are always better.
  • Cheaper is not always better – sometimes it just makes you look like a rube who doesn’t know what you’re doing. People don’t give money to people who look like they don’t know what they’re doing, so be careful.

Your monthly budget is not the only compensation detail you need to work out for your project. There are many ways to slice & dice completion bonuses, royalties, milestone bonuses, merchandising, so on and so-forth. And most of them are highly negotiable. This is the bedrock though – get this right, and you’re in really good shape.

You will also discover through this process (and this is a delight I’m trying not to spoil) exactly how much money flows through a company, where it goes, and what it does. If you’ve only ever been an employee, and not run a company, you will be surprised by how this all breaks down. And you’ll understand why at bad companies, the folks up top get noticably tetchy around milestones and start making poor decisions. It’s because they have a lot more money than you might think on the line. It’s worthwhile doing this exercise, even if you’re not planning on starting your own company, just to learn how it all works.

Who Am I?

Oh yes… I guess I should introduce myself. If you were of a certain age in the UK around 1992/1993, and had a Sinclair Spectrum, you may know me as Spec Tec Jr – from my monthly column in Your Sinclair magazine. (I also wrote for .net, arcane, How To Get Online, Online World, Internet & Comms Today, Internet Today and Net User – back when the Internet was something new, that most people explored through magazines before they bought 14.4 modem). I’m one of the better known SAM Coupe developers, having been involved in a number of major games and ports on that platform, as well as its demo scene.

More recently, I’ve worked at Sierra Online (as a Software Architect and a Lead Engineer), where I shipped more SKUs than I can count. I was Lead Tools Engineer, Lead Gameplay Programmer and Principle Technology Engineer at Surreal Software (Midway), where I shipped The Suffering: Ties That Bind, and spent rather a lot of time working on This Is Vegas, which I’m assured will still ship, someday after the sequel to Duke Nukem Forever. At X-Ray Kid I helped design about 20 different games we were contracted to work on for Microsoft, and three of our own – one of which (The 99) is the story I’m telling here.

Today I’m working at Microsoft in the Advanced Technology Group, where I get to influence the development of Microsoft’s game and entertainment technologies, as well as helping games ship on Microsoft’s games platforms. It’s a really fun, random place to work. We also run, present at and coordinate the Gamefest conference.

I write screenplays for fun & profit. I’m still waiting for the profit part, and rewriting really isn’t that fun. But some day, I shall direct/write/produce films. I’ve already done one short.

So, pleased to meet you! There’s more to come on this whole business-development topic, including a run through of what an actual pitch experience is like and what not to do. Hopefully you’ll find this useful when pitching your first title as an independent developer to a studio. And all of this is based on rather heartbreaking personal experience – but it was a really fun wild ride. My loss is your gain Smile

And one more note… while I work at Microsoft, none of this is information I learned while there (which is protected under NDA). This is all from the actual pitching experience. Sorry guys, but I value my job, and my testicles…

Posted in business, Game Development, Project Management | Leave a comment

Ah, Netflix… Sometimes I Just Don’t Get Your Algorithm

Because you like The Fly, Breaking Bad and Falling Down... you may also like "The Wonder Years"

Posted in Humor, technology | Leave a comment

On hold right now…

The blog is kind of on hold right now … too much work, too little time. I’ll be back soon as soon as things are a little less insane. :)

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Stupid Human Tricks Part 1: Measure Your Own White Blood Cell Count

Over the years, I’ve come up with a few little sneaky tricks that others might have missed. It’s amazing what you can figure out if you keep an eye out for things that are interesting, (or weird) and then spend a moment trying to figure it out.

You can easily measure your immune system activity by looking up at a nice blue sky. Actually to be honest, any flat area of color – even a white wall – will do if you look closely enough.

The way this works is known as Blue-field entoptic phenomenon or Scheerer’s phenomenon.

Basically, the human eye is badly ‘designed’ – the blood vessels lay across the retina rather than going behind it. This means that your eye gets to see those blood vessels – and the blood going through them.

Now those blood vessels are in a static, fixed pattern no matter where your eye looks. So like most things that don’t change, your brain basically ignores them. It just edits them out.

White blood cells on the other hand? They don’t absorb blue light all that well, and they’re pretty rare. So they do show up. Most people don’t pay attention to them, it seems. (Some can’t see them at all). For some reason, I can see them. And they’re most visible when you look at a bright blue smooth surface – for which the sky works brilliantly.

They look like white dots which move around randomly. Some people report them leaving little trails behind them. Either way, if you look closely, you should be able to see them – and that’s where it turns into a diagnostic trick.

Once you get used to looking for them, you can figure out roughly how many of them there are. This is more of a “more than normal / less than normal” measurement rather than a hard value.

As a result, I normally get a heads up whenever I’m getting a bad cold because I keep a rough track of how many white blood cells are zipping through my eyes. If I look into the sky and see something that looks like static on a TV screen, I’m going to have a bumpy ride soon.

And that’s it. Just look at the sky, and get a quick built-in health check. No mess. No fuss. Not tremendously useful, but it’s always nice to get a bit of warning.

Posted in Health, science | 2 Comments

An Anatomy of a Four Day Trip to Hell… and Back Again

Our story begins on Wednesday the 4th of May. Actually, I’m not sure when it really begins… incubation periods are tricky things.

That night, my thirteen month old daughter Alexandra – Lexi for short – fell asleep surprisingly quickly. She drank her bottle, and went to sleep in my arms before she finished drinking it.

This is a little weird. I’m not used to her going to sleep that easily these days. When she was a young baby, sure. Now? Not so much.

Still, at this point, I’m willing to take whatever sleep I can get. She’s teething, getting her bicuspids in. For a while, she tricked us into thinking that we could start getting eight hours of uninterrupted sleep at a time again – you know, like before she was born. Sadly, no such luck. My little bunny had faked us out, and had spent the last week or so waking up around 2am and screaming until we carted her into bed with us.

Not that we mind, mind you. We actually like sleeping with the bunny in bed with us – it’s comforting to wake up every 30 minutes or so and know that the little lady kicking us in the ribs, or lying stretched out horizontally across the bed is .. you know… alive.

For those of you who don’t have children, apparently the BIOS update your brain gets when they’re born comes with a built in timer. For the first nine months after they’re born, a little alarm goes off once an hour which tells you “Oh shit, they might have forgotten how to breathe”, and off you plod into the other room to check that your baby is still a) alive, and b) hasn’t figured out how to get out of her crib like a scene from The Great Escape. (The “forgotten how to breathe” thing isn’t quite as silly as it may sound, given that when they first pop out, both of their eyes don’t even point in the same direction).

Not that it’s a particularly useful instinct. After all, let’s face it… checking once an hour isn’t exactly going to help much if your baby has forgotten how to breathe, unless they do so right before you walk into the room. But mother nature appears to have equipped us with all kinds of weird instincts like this. It’s very odd.

So we let Lexi sleep with us. She did every night for the first three months of her life, and most nights after that, to be honest. It’s more comforting – both for us and for her. Although it’s getting a bit long in the tooth now, because she hogs the bed.

So with a little annoyance (at her waking me up at 2am), and a little trepidation (because I function really poorly without sleep), I scooped up the bunny who was wailing out a storm, and plopped her down in bed between us. Wrapped her up in my arms. Done deal.

Around 3-4am, I woke up feeling really incredibly warm. Lexi was really warm. I was warm too. I kicked the duvet covers off, thinking “Damnit, I bet someone turned up the heat again”.

… and that was all I thought about it. In retrospect, I’m left wondering if this was one of the first signs of what was to come. That, or her falling asleep ultra rapidly the night before. Or maybe it was me driving home the night before, looking up at the blue sky and noticing that my white blood cell count was higher than normal* and thinking “Oh damnit, I have a conference to organize. I hope I don’t get sick”. Or getting a tiny blip of migraine aura fortressing the week before – I’ve not gotten regular migraines since I was a kid; the last one was 6 years ago accompanied by an immediate sense of impending doom, fortressing and everything going black & white for a second.

What was to come, you might ask?

That’s a subject for the next post. For now, let’s just say if you were really in a hurry, and you were meningococcal bacteria, and you just didn’t have time to stick around and cause meningitis, you might go for the all out nuclear option known as meningococcal septicemia.

And that’s what my daughter came down with, some time between Wednesday night and Thursday afternoon.

More to come. This is where it gets fun.

Spoilers: (select between the arrows to see… don’t do it if you want to experience this as it all played out for us) > this story so far has a very happy ending. I’m writing this from Lexi’s room on the General floor of Seattle Children’s Hospital. She’s doing fine. Stable. Sitting up. Ate some Jello. She’d good <

*I’ll post more on how to take a relative measure of your own white-blood cell count with no needles later. I’ve been meaning to write something about “stupid human tricks” I’ve figured out along the way.

Posted in darci, family, Health, lexi | Leave a comment