and 
The ABC’s of Running a Development Project
By Perry
Rodgers and Marc Mencher
Continued from previous
page
3. Executive Summary
This document should
convey an overview of the business points of the deal. This should
include the name of the developer, the development costs and royalty
rates, marketing commitments, the anticipated Gold Master date, the
results of a ROI (return on investment) analysis that notes the
breakeven point and potential profits for moderate, good, and great
sales, and data on competitive titles. Though beyond the scope of this
article, you may want to include the actual calculation of the ROI that
accounts for development costs, marketing costs, costs of goods,
overhead, etc. for support. TRST sales data is useful in compiling data
for competitive titles.
Let’s look at an
example:
|
BIG TIME RODEO
Executive Summary
Developer:
BestDigital
Deal Points:
- $200,000 prototype fee
advance against $5 royalty for
3 month effort
- Additional $1.5 Million advance
against $5 royalty per unit for full development assuming $32
wholesale.
- Marketing guarantee of $500,000
- Gold Master target: September
15, 2001
ROI:
75,600 units breakeven
100,000 units + $250,000
250,000 units + $1,750,000
500,000 units + $4,000,000
Competitive Analysis:
Direct:
None
Indirect:
Rumor that Company X is making a
3D Wild West adventure title.
TRST data:
Bronco Bust Up
431,230 units
Company Y
PlayStation
1998 |
THE DEVELOPMENT COMPANY AND TEAM
Whether you are looking for a team to
develop your concept, or a team has come to you with an intriguing idea,
it is essential that the developer and team is thoroughly evaluated.
Think of this as an interview. The company and team is, of course, just
as important as the vision -- it will bring the vision to life. Find out
how the developer is financed. Are they going to be living paycheck to
paycheck, or do they have some reserve cash? This will be important when
considering milestone descriptions and the accompanying payment schedule
for the developer. It is also important to spend quality time with the
team and individual members of the team. Know each member’s strengths
and weaknesses. What drives them? How do they work together?. In getting
to know the team, you can assess potential risks for the project. See
that the team is passionate about the vision and have the skills to
execute it. Technical considerations are significant as well. Will the
team be able to use an existing engine to develop the game? Do they have
adequate tools?
A key at this point is to define the
roles for the team, including that of you, the Producer. Good
communication is more than essential. Each member of the team should
have a clear understanding of who is responsible for each task on the
project and who has authority in a time that a tough decision needs to
be made. Discussing this up front and having this understanding will
help to prevent conflicts throughout the course of development.
It is recommended that the following
information about the developer and team be obtained as part of the
evaluation process:
1. History and Interests of the
company
When was the company founded?
What products has the company developed?
Which companies/products did they enjoy working on most and why?
2. Assets and Intellectual
Properties
Does the company own assets (building,
equipment, etc.)?
What Intellectual Properties does the company own? Game engines?
Characters?3. Financial Matters
Financial statements and accounting
processes are useful in gaining an understanding of the developer’s
monthly costs and to determine the financial security of the company.
A good developer will not resist supplying a breakdown of the monthly
cost for a development team. Also inquire about long and short term
debt.
If there are external investors,
determine their interest and expectations in the company. Are they
knowledgeable of the industry? Do they believe in quality product?
4. Legal Matters
Determine if there is or has been any
litigation between the company and other companies or former
employees.What is the company’s lease
agreement? You do not want your team looking for a home at the end of
the project.
5. Team
a. Size of team
Is the size and constituency of project
managers, designers, programmers, artists, and musicians sufficient to
realize the vision on time and within budget?b. Capabilities of the team members
A resume or detailed profile of each
team member can be useful. Determine how each team member will
contribute, their strengths, weaknesses, interests, etc.c. FMV and Music
Does the developer have internal resources to develop these assets or will
they contract this work out. With whom have they worked with in the past?
If music is to be licensed, who will be responsible for the costs?
6. References
Ask for references, especially those of
other Producers that have worked with the team. Then call each and
find out what you can about the team’s interaction with these
Producers, their work ethic, how they are motivated, etc.
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