![]() While in most cases, this is a pretty straight-forward box to fill out, the idea is that it also teaches you to be on the lookout for additional revenue streams. Revenue Streams: Do you sell the game or IAP? Do you offer subscriptions? Plush toys and collectibles also go in here. If possible, add the amount of funding for each party. Example: "$50k-$80k IndieFund" ![]() If you list Kickstarter, you have a marketing channel, too, and should double-check if your target audience is actually using that platform. This is not the revenue but the money you burn before shipping. Milestones: When does the project end? Is there a public beta and when? When do you launch? As usual, take your optimistic plan and double or triple the time you think it takes to get the game out. Example: "March 2018, Open Beta"įunding: List all sources of funding covering the development of the game. This includes the Steam Workshop community and Gamescom, if those are places you go to. Example: "Twitch Streaming"Ĭustomer Segments: Are you targetting white male core gamers like most of the AAA industry or do you deliver a game for mass audiences? Of course what you fill out here has implications on the marketing channels. Example: "Teens 9-11"Ĭost Structure: How do you split your costs between personnel costs and other cost factors? How big a budget do you need? Answer these questions by making rough calculations. Example: "$1.4M Overall Project Costs" Marketing Channels: YouTubers? Twitch-Streamers? Newsletters? List every single way of getting in touch with your customers. Ask yourself what the user gets out of playing your game. Example: "Ad-hoc multiplayer" If you add guns to the walking simulator, this might be mayhem, multiplayer, and ease of twitch-streaming. Value Propositions: What are the main value propositions of your game? If you make an arty walking simulator this might be immersion, escapism, and the story. This is a small field, so you can't list every library. Example: "Unreal Engine" Do not forget to list the role, if relevant. Example: "Oculus, Distribution"īase Technologies: List all base technologies such as the engine, sound engine, hardware platforms and so on. Everyone with whom you stay in touch about the development, or who has a stake in the game project should be listed here. Key Partners: Publishers, marketing agents, gatekeepers. ![]() Example: "John Carmack, Graphics Programming" Name names if you have them, define group sizes if your team is big. Team: The people working on the project and what roles they will take on. If your base technology, for example, is the CryEngine, but your revenue stream includes the 3DS you have a contradiction there. Without contradictions means that no field contradicts another field. Complete means that every field is filled out and that there is nothing to add to any field. ![]() You're done when the canvas is complete and without any contradictions. That's why it's called the Game Project Canvas. The tool is for game projects and not for companies, mind you. It might be suitable for indies as well as AAA studios but its original intention is to help inteaching young professionals – students, first time entrepreneurs, startups – in starting to think about the decisions they will have to make at some point. It's meant as a starting point for people doing their first professional project and not for seasoned experts. After working with the Business Model Canvas in a workshop, designing a fake company, and seeing the qualities of the process I decided to create a similar tool for game projects. ![]()
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