FirstPlayable · Tools

Budget and Runway Model

19 checks across five sections. Nothing is stored — your answers live in the URL.

Most studio budgets are wrong in the same four places, and every one of them makes the number look better than it is.

Employer costs on top of salary. Outsourcing priced as a lump sum. One certification submission instead of two. And an average burn that hides the month you actually run out. None of these are exotic — they are arithmetic, and they compound in one direction.

The three that move the number most

If you check nothing else: apply employer costs to every employed person, build burn as a monthly curve rather than an average, and put your milestone and your money-out date on the same timeline. The first is a third of your people cost. The second finds a cliff that is usually a quarter earlier than you think. The third tells you whether you are fundable when you get there.

01 · People

Seventy to eighty percent of the spend, and the section where the arithmetic errors are largest.

02 · Production

Engine, outsourcing, platform, localization. The games-specific costs no generic template asks about.

03 · Runway

When the money runs out, and what you have reached by then.

04 · Risk

What breaks the plan, and whether you held anything back for it.

05 · Discipline

A budget nobody reopens is a document. This section is what makes it a tool.

Three rules about the model itself

One file, one owner. A budget maintained by everyone is maintained by nobody, and the version in the deck stops matching the version the team plans against.

Never quote an average burn. It is the number that makes everyone comfortable and it hides the peak month, which is the month the company actually runs out.

Reforecast on a trigger, not on a feeling. Ten percent variance or a slipped milestone. Without a mechanical trigger, reforecasts happen when someone gets nervous, which is late.

How to score it

Count the boxes. There are 19.

ScoreReadWhat to do
0–6This is an estimate, not a budget.Start with employer costs and the burn curve. Those two alone usually move the total by a third and pull the cliff forward by a quarter.
7–12A real budget with known holes.The structure is there. Work through section 02 — the games-specific costs are where the remaining surprises live.
13–17Better than most of what investors are shown.Focus on section 05. A budget this good decays within two quarters unless someone owns it and compares it to actuals monthly.
18–19Unusually well built.Check that the milestone actually lands before the money does, with months to spare rather than weeks. That is the only number that matters now.