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Game Dev Budget Estimator

作者 Stanislav Stankovic · GitHub ↗ · v1.0.0 · MIT-0
cross-platform ✓ 安全检测通过
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在 OpenClaw 中安装
/install game-dev-budget-estimator
功能描述
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 m...
使用说明 (SKILL.md)

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.

安全使用建议
This skill appears coherent and low-risk because it is instruction-only and asks for no credentials or installs. Before using it: avoid pasting confidential secrets or full proprietary documents into the chat (share approximate team/region/rate ranges instead), confirm any salary or contract-rate assumptions the skill makes, and review outputs before acting on them. If you plan to let an autonomous agent invoke the skill, remember it will receive whatever user-provided project details — so avoid sending sensitive business or legal data into an automated flow.
功能分析
Type: OpenClaw Skill Name: game-dev-budget-estimator Version: 1.0.0 The skill bundle is a legitimate tool designed to help users estimate game development budgets. The instructions in SKILL.md and the reference files (cost-drivers.md, estimation-modes.md) are strictly focused on project scoping, team analysis, and cost modeling without any evidence of malicious intent, data exfiltration, or unauthorized execution.
能力评估
Purpose & Capability
Name and description match the included SKILL.md and reference docs. The skill requests no env vars, binaries, or config paths, which is proportionate for a budgeting/estimation helper.
Instruction Scope
Runtime instructions are limited to asking the user clarifying questions, consulting the included reference markdown files, and producing structured estimates. There are no directives to read arbitrary system files, access environment variables, call external endpoints, or exfiltrate data.
Install Mechanism
No install spec and no code files — instruction-only. This is the lowest-risk install model because nothing is downloaded or written to disk by the skill package itself.
Credentials
No environment variables, credentials, or config paths are required. The absence of requested secrets is appropriate for a budgeting advisor.
Persistence & Privilege
always is false and model invocation is allowed (platform default). The skill does not request persistent presence or modify other skills or system settings.
如何使用
  1. 确保已安装 OpenClaw(本地或 Docker 部署)
  2. 在对话框中输入安装命令:/install game-dev-budget-estimator
  3. 安装完成后,直接呼叫该 Skill 的名称或使用 /game-dev-budget-estimator 触发
  4. 根据 Skill 的参数说明提供必要输入,即可获得结构化输出
版本历史
v1.0.0
Initial release: beginner-friendly budget estimation for game concepts using scope, team, milestone, work model, and geography assumptions.
元数据
Slug game-dev-budget-estimator
版本 1.0.0
许可证 MIT-0
累计安装 0
当前安装数 0
历史版本数 1
常见问题

Game Dev Budget Estimator 是什么?

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 m... 它是一个面向 Claude Code / OpenClaw 的 AI Agent Skill 插件,目前累计下载 84 次。

如何安装 Game Dev Budget Estimator?

在 OpenClaw 或 Claude Code 对话框中运行命令「/install game-dev-budget-estimator」即可一键安装,无需额外配置。

Game Dev Budget Estimator 是免费的吗?

是的,Game Dev Budget Estimator 完全免费,采用 MIT-0 许可证,可自由下载、安装和使用。

Game Dev Budget Estimator 支持哪些平台?

Game Dev Budget Estimator 跨平台运行,可在任意部署了 OpenClaw / Claude Code 的环境中使用(cross-platform)。

谁开发了 Game Dev Budget Estimator?

由 Stanislav Stankovic(@stanestane)开发并维护,当前版本 v1.0.0。

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