Budget Allocation
Game 1. 20 %
Budget Allocation
Game 2. 8 %
Budget Allocation
Game 3.
7%
Budget Allocation
Game 4. 10 %
Budget Allocation
Game 5. 15 %
Budget Allocation
Game 6. 10 %
Budget Allocation
Game 7. 20 %
* Holiday to
China
Budget Allocation
Game 8. 10 %
*Project 1
26-03-07

200 hours work

40 hours game
dev (hard)
The budget for 2007 is set at  5 new laptops or a 6-8 year old
second hand car ($10000). The whole 2 year budget is set at a new
car worth $25000 AUD. So for me it was do I get a new car and pay
it off or make 16 games with the possibility of success.
*Project 2
28-04-07

100 work hours

100 game
devhours
Silkjade Budget
*Project 3
30-05-07

100 work hours
100 game
devhours
Silkjade workload
*Project 4
12-06-07

100 work hours
100 game
devhours
* Start Project
5
* Start Project
6
* Start Project
7
* Start Project
8
Start Molipop 2
(optional
project)
Break :)
I average 100 hours of part time work a month which leaves
about 60 hours for game production. However I am on about
50 hours total (25 for work and 25 for game making).
I have two part time jobs which provide the income for my family and the projects (just the 2
of us). People take out loans for cars easy so why not a loan to start up your company? Well
you get the car and it makes you feel good (instant happiness, long repayments). But for me
I feel good completing projects. Also if I went to University it would cost me $10000 AUD to
do the course I want to do per year. Well I plan to spend $10000 AUD this year on making 8
games. Just cap your budget and deploy your chips wisely.  

The game production is fueled by 45% of my wages plus what was left of the war chest from
last year. We have cut back on everything and just do the basic things. Also I don't smoke,
drink or go out to parties. Me and my wife do a lot of bush walking and hire out 2 movies a
week for $2 :). I use a credit card with a $2000 limit and at the moment we are on target to
complete 4 projects within our budget. Also if I need I can hook into more working hours to
feed the credit card if I need to. My car has some problems but I patched it up myself.

I may be crazy and people tell me a new car doesn't break down as much as my old beast.
But at the cut off date of March the 26-09 we will make a choice to continue or not. If by the
2 year mark the 16 games did not much then I will have to consider other options (get a hair
cut and a real job).

Hard Numbers: $25000 over 2 years or $12500 per year.
Product Target: 16    Average product net return per sale $12 AUD per sale
$25000 divided by $12 =
2083 units sold for investment recovery
$25000 divided by 16 = $1562.5 per game
$1562.5 =
130.2 Units sold per game

Now that 130.2 is not in the first day (I wish :) ). To me its over a 2 year cycle at least or

  1. 65 per year
  2. 5.4 per month
  3. 2.5 games per week
  4. 0.3 games per day


Now the most important factor. We complete 4 games per semester at a average time of 1.5
months our time. To get my part time minimum wages back and my wifes wages back for our
time investment of 1.5 months or 6 weeks (390 hours).

  • 1.5 Month (25 for me and 40 for my wife) 390 hours per game X $14.5 AUD = $5655
  • Year (25 for me and 40 for my wife) 3120 Hours per year X $14.5 AUD = $45240

Hard Numbers: $115480 over 2 years total investment or $57740 per year
Product Target: 16     Average product net return per sale $12 AUD per sale
$115480 divided by $12 =
9623 units sold for investment recovery
$115480 divided by 16 = $7217.5 per game
$7217.5 =
601.2 Units sold per game

Now that 601.2 is not in the first day. To me its over a 2 year cycle at least or.

  1. 300.1 per year
  2. 25 per month
  3. 5.7 games per week
  4. 0.8 games per day

Currently Molipop is on target to pay itself off after 6 days on the market (just released by us
on our own website with only about 200 Downloads). However that sweet spot of 5.7 is not
quite there yet.
We win at Silkjade with our solid work ethic and fast no fuss 1.5 month
production
. If Molipop was a 16 month project then god help us get the money back for
our wages. But due to our fast tracked production game development it is within reach to be
a viable
hobby business.

Remember your hired teams can go past the 1.5 months or 6 weeks. As a team you should
be onto your next project and just receiving updates from your coding/art/music teams.

This is just our strategy to keep the bean counter happy which is me :). Your time is valuable,
use it wisely. Don't make the best product, make the best strategy for
sustainable growth.