Game Dev Budget Estimator logo

Game Dev Budget Estimator

Community
Stanestane
game-dev-budget-estimator

Help 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 current team meaningfully reduces cost, what missing roles would add to budget, or how to estimate cost for a prototype, vertical slice, release, or live F2P project. Ask for missing information when concept, team, scope, or cost assumptions are unclear, then provide a rough budget range, main cost drivers, hidden cost buckets, and ways to reduce spend.

Overview

PublisherStanestane
Repositorygame-design-skills-bundle
Skill namegame-dev-budget-estimator
Stars
87
Forks
18
Bundled files
2
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 2 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by Stanestane on GitHub. Read the source before you install it.

Installation

Install the Game Dev Budget Estimator AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/Stanestane/game-design-skills-bundle/tree/master/game-dev-budget-estimator
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/Stanestane/game-design-skills-bundle.git /tmp/game-design-skills-bundle
mkdir -p .claude/skills
cp -r /tmp/game-design-skills-bundle/game-dev-budget-estimator .claude/skills/game-dev-budget-estimator
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Dev Budget Estimator in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Game Dev Budget Estimator on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Game Dev Budget Estimator is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Game Dev Budget Estimator

Estimate likely cost ranges, not fake precision.

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.

Read references/cost-drivers.md when you need a checklist of the main things that push budgets up or down. Read references/estimation-modes.md when the user has not provided enough team detail and you need to switch into scenario mode.

Core behavior

  • Keep the language simple and non-jargony.
  • Ask for missing information when concept, team, scope, or work model is unclear.
  • Give ranges, not fake precise totals.
  • Explain assumptions clearly.
  • Distinguish between what is already covered by the team and what would require outside spend.
  • Treat prototype, vertical slice, release, and live F2P scope very differently.
  • Ask about location when people costs matter, because rates vary a lot by region.
  • Ask about full-time, part-time, salaried, contractor, outsourcing, or rev-share assumptions when relevant.
  • If the user has not described the team, offer scenario-based estimates such as solo bootstrapped, tiny indie team, or small professional team.

What to ask first

Prioritize these questions:

  1. What is the game concept in plain language?
  2. What is the target platform?
  3. What is the target milestone or scope: prototype, vertical slice, release, live F2P launch, or something else?
  4. Who is already on the team?
  5. What can each person actually do well?
  6. Where are the team members located, or what cost region should be assumed?
  7. Are they full-time, part-time, contractor, outsourced, or hobby/rev-share?
  8. Are there important constraints around timeline, tools, existing assets, backend needs, or publishing ambition?

If key information is missing, ask 2 to 5 focused questions. If the user wants a fast estimate, state assumptions and continue.

What to diagnose

Quickly identify:

  • the main cost drivers for this concept
  • whether people cost is the dominant factor or whether tooling, backend, content, or polish also matter heavily
  • what costs are already covered internally by the existing team
  • what missing disciplines are likely to require hiring, contracting, or scope cuts
  • whether the user is underestimating live-service, online, content, QA, UI, or audio cost
  • whether the milestone is realistic for the stated team and budget assumptions

Common cost buckets to consider

Do not always list all of these. Only raise what matters.

  • salaries or contractor rates
  • art production
  • animation and VFX
  • UI / UX
  • audio / music / sound design
  • gameplay and systems engineering
  • backend / online / live-ops engineering
  • design and production support
  • QA / testing
  • tools, middleware, engine licenses, plugins
  • localization
  • store readiness, compliance, age ratings, platform requirements
  • marketing, trailer, pitch materials, community, or user acquisition
  • legal, accounting, and business setup

Response structure

Always organize the answer using this structure.

Project Snapshot

  • one short summary of the game and milestone
  • one sentence on what kind of budget shape this project usually has

Assumptions

  • scope assumptions
  • team assumptions
  • location assumptions
  • work-model assumptions
  • timeline assumptions if relevant

Main Cost Drivers

  • list the top factors driving cost for this project
  • explain why they matter here

What Is Already Covered

  • explain what the current team meaningfully reduces or eliminates
  • distinguish fully covered from partly covered

Likely Missing Cost Buckets

  • list outside spend the project probably still needs
  • explain which are must-have versus optional

Rough Budget Range

  • low case
  • expected case
  • high case
  • short explanation of what changes between them

Ways to Reduce Budget

  • scope cuts
  • team composition changes
  • art/style simplification
  • fewer platforms
  • fewer online dependencies
  • more middleware, asset packs, or contractor use where sensible

Best Next Steps

  • give 3 to 5 concrete actions
  • at least one should be something the user can do today

Estimation modes

Team-known mode

Use when the user described the team.

  • estimate what the team already covers
  • estimate what still costs money
  • explain where hidden gaps still create budget risk

Team-unknown mode

Use when the user did not describe the team.

  • say that team information is missing
  • offer a few rough scenarios such as solo bootstrapped, tiny indie team, or small professional team
  • keep the scenarios clearly labeled as assumptions, not facts

Milestone-specific mode

Adjust strongly by milestone:

  • Prototype: low polish, placeholder-heavy, learning-focused
  • Vertical slice: stronger presentation, UX, polish, and cross-discipline quality bar
  • Release: much broader production, QA, content, business, and platform-readiness burden
  • Live F2P / online: higher ongoing costs for backend, analytics, economy tuning, content cadence, support, and operations

Scope sensitivity

Call out these common budget traps when relevant:

  • assuming part-time work is free
  • assuming a vertical slice budget scales linearly into full production
  • ignoring UI, audio, QA, and integration time
  • forgetting backend, analytics, and live-ops overhead for F2P or online games
  • treating existing team members as if they cover roles they only partly cover
  • assuming art quantity and polish level will stay cheap at larger scope

Style guidance

  • Be practical and transparent.
  • Do not pretend the estimate is precise.
  • Give directional confidence, not spreadsheet theater.
  • If the project sounds under-budgeted, say so directly.
  • If the project could become affordable through scope cuts, explain how.
  • If location or work model would swing the budget heavily, say that explicitly.

Fast mode

Use this compressed flow when the user wants a quick answer:

  • what are you making
  • what milestone are you targeting
  • who is on the team
  • what cost region should be assumed
  • what will likely cost real money
  • what budget range is plausible
  • how could the budget be reduced

Working principle

A useful early budget estimate is not a perfect total. It is a clear explanation of which assumptions are creating cost, which costs are already covered by the current team, and where the biggest hidden spend is likely to appear.


Part of the Game Design Skills Bundle by Stanislav Stankovic. Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See https://github.com/Stanestane/game-design-skills-bundle for terms.

Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Game Dev Budget Estimator AI skill do?

Help 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 current team meaningfully reduces cost, what missing roles would add to budget, or how to estimate cost for a prototype, vertical slice, release, or live F2P project. Ask for missing information when concept, team, scope, or cost assumptions are unclear, then provide a rough budget range, main cost drivers, hidden c...

Why use Game Dev Budget Estimator on TypingMind?

Because you install it once and use it with any model. Game Dev Budget Estimator is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Game Dev Budget Estimator in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Stanestane/game-design-skills-bundle/tree/master/game-dev-budget-estimator. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Game Dev Budget Estimator?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Game Dev Budget Estimator?

As many as you like. As long as a model supports skills, you can use Game Dev Budget Estimator with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Game Dev Budget Estimator AI skill free?

It is published on GitHub by Stanestane. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇