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How to Write a Game Development Brief That Gets Accurate Quotes
Ocean View G · 2026-05-13 · via DEV Community

You have a game idea. You need a development studio to build it. You send out a brief, and the quotes come back wildly different - one studio says three months and fifty thousand pounds, another says twelve months and three hundred thousand. Neither feels right, and you have no way to evaluate which is closer to reality.

This is not a sign that studios are guessing or inflating prices. It is almost always a sign that the brief left too much open to interpretation.

The quality of the quotes you receive is directly proportional to the quality of the information you provide. A vague brief forces studios to make assumptions, and different studios will make different assumptions - leading to wildly divergent estimates.

This guide explains exactly what a game development studio needs from your brief to produce an accurate quote. Whether you are a publisher, a corporate L&D team commissioning a training game, an educational institution, or a startup founder, these principles apply.


Why Briefs Fail: The Ambiguity Problem

Most game development briefs fail because they describe what the game should feel like rather than what the game should do. Phrases like "an immersive open-world experience" or "a fun and engaging learning app" are vision statements, not specifications. They are important for alignment, but they do not help a studio estimate the engineering work.

Consider two briefs for the same game:

Brief A: "We want a multiplayer mobile game where players explore a virtual world and complete challenges together."

Brief B: "We need a real-time multiplayer mobile game (iOS and Android) supporting 4-8 concurrent players per session. The game features a persistent world with 5 distinct biomes, a quest system with 20 scripted quests, real-time chat, and a shared inventory. Target: 60fps on devices from 2021 onwards. Monetisation via battle pass and cosmetic IAPs."

Brief A could be scoped anywhere from a simple co-op puzzle game to an MMO. Brief B gives the studio enough information to provide a meaningful estimate. The difference is specificity.

Key Takeaway: The goal of a brief is not to describe your dream game. It is to define the scope of work clearly enough that multiple studios can estimate the same project and arrive at similar numbers. If your quotes vary wildly, the brief needs more detail.


The Essential Sections of a Game Development Brief

1. Project Overview and Objectives

Start with a concise summary of what you are building and why. This helps studios understand the context and make appropriate recommendations.

Include:

  • One-paragraph game concept: What is the game? What does the player do? What is the core loop?
  • Business objective: Why are you building this? Revenue generation, brand awareness, employee training, student engagement, cultural preservation?
  • Target audience: Who is the player? Age range, gaming experience, device preferences, geographic market
  • Success metrics: How will you measure whether the game succeeded? Downloads, revenue, completion rates, learning outcomes?

This section does not need to be long, but it needs to be honest. If your primary goal is to generate revenue on the App Store, say so. If you are building a compliance training tool that 10,000 employees need to complete, say that. The objective shapes every technical and design decision.

2. Target Platforms

This is the single most impactful variable in a game development quote. The platforms you target determine:

  • The engine choice (Unity for cross-platform, Unreal for high-fidelity PC/console, HTML5 for browser)
  • The QA effort (each platform multiplies testing scope)
  • The submission overhead (App Store, Google Play, Steam, and especially console certification all require separate work)
  • The performance constraints (a Switch port has very different requirements than a PC-only release)

Be specific:

  • Mobile: iOS only? Android only? Both? What is the minimum device you need to support (e.g., iPhone 11+, Android devices from 2021+)?
  • PC: Steam? Epic? Windows only or also macOS and Linux?
  • Console: PlayStation 4? PS5? Xbox One? Series X|S? Nintendo Switch? Each platform is a separate porting and certification effort
  • Web: Browser-based (WebGL)? If so, does it need to run on Chromebooks or low-spec school hardware?

If you are unsure, say so. A good studio will recommend platforms based on your audience and budget. But do not leave this section blank - it is not something that can be decided later without significantly affecting the estimate.

3. Feature Scope

This is where most briefs need the most improvement. List every feature the game needs, organised by category. For each feature, indicate whether it is essential (must-have for launch) or desirable (nice to have if budget allows).

Here is a framework:

Core Gameplay

  • What are the primary mechanics? (e.g., match-3, turn-based combat, real-time strategy, branching dialogue)
  • How many levels, stages, or scenarios?
  • Is there a progression system? (levels, unlocks, skill trees)
  • Is there a difficulty system? (fixed, selectable, adaptive)

Multiplayer and Networking

  • Single-player only, or multiplayer?
  • If multiplayer: how many concurrent players per session?
  • Real-time or turn-based?
  • Does the game require dedicated servers, or is peer-to-peer acceptable?
  • Is there a friend system, matchmaking, or lobby?
  • Leaderboards?
  • Chat (text, voice, or both)?

User Interface

  • How many distinct screens (menus, settings, inventory, shop, etc.)?
  • Does the UI need to support multiple languages?
  • Does the UI need to meet accessibility standards (WCAG 2.2)?
  • Is there a tutorial or onboarding flow?

Content Volume

  • How many characters, items, or assets?
  • How much written content (dialogue, descriptions, quest text)?
  • How much audio content (voice acting, music tracks, sound effects)?
  • How many environments or levels?

Backend and Services

  • User accounts and authentication?
  • Cloud saves?
  • Analytics?
  • Push notifications?
  • Content management system for post-launch updates?

Monetisation

  • Premium (paid up front)?
  • Free-to-play with ads?
  • In-app purchases? (consumables, cosmetics, content packs)
  • Subscription model?
  • What monetisation SDK preferences, if any?

4. Art Style and Visual References

Art is typically the largest cost in game development after programming. The art style you choose has an enormous impact on budget.

Provide:

  • Visual references: Screenshots or links to 3-5 games with the visual quality you are targeting. This is far more useful than verbal descriptions
  • Art style: 2D or 3D? Pixel art, hand-drawn, stylised, realistic?
  • Asset ownership: Are you providing art assets, or does the studio need to create them? If you have existing brand guidelines, share them
  • Animation requirements: How much character animation is needed? Simple sprite sheets or fully rigged 3D characters?

A common mistake is providing references to AAA games with multi-million-pound art budgets while working with an indie budget. Be realistic about visual fidelity relative to your investment.

5. Audio Requirements

Audio is often underspecified in briefs, leading to either budget surprises or a game that ships with placeholder sounds.

Specify:

  • Music: How many tracks? Licensed, original composition, or royalty-free?
  • Sound effects: Approximate quantity and complexity
  • Voice acting: Is there dialogue? How many characters? How many lines?
  • Localisation: Does audio need recording in multiple languages?

6. Technical Requirements

Some projects have specific technical constraints that significantly affect scope.

Include if applicable:

  • Engine preference: Unity, Unreal, Godot, HTML5, or no preference?
  • Backend requirements: Specific cloud platform (AWS, Azure, Google Cloud)?
  • Integration requirements: LMS integration (SCORM, xAPI), CRM systems, payment gateways, existing databases?
  • Security requirements: SSO, data encryption, GDPR compliance, COPPA compliance?
  • Performance targets: Minimum frame rate, maximum load time, maximum app size?

7. Timeline and Milestones

Studios need to understand your timeline constraints to assess feasibility and plan resourcing.

Provide:

  • Desired launch date: Is this fixed (tied to an event, funding deadline, or marketing campaign) or flexible?
  • Key milestones: Are there intermediate deadlines? (e.g., "playable demo needed for investor presentation by March")
  • Phased delivery preference: Are you open to launching with core features and adding more post-launch?

Be honest about whether dates are hard deadlines or aspirational targets. A studio that knows the date is flexible can optimise for quality. A studio that knows the date is immovable can plan accordingly.

8. Budget Range

Many clients hesitate to share budget information, fearing that studios will simply fill whatever number they provide. In practice, withholding budget information is counterproductive.

Here is why sharing a budget range helps:

  • It lets studios tell you immediately whether your expectations are realistic
  • It allows studios to propose scope adjustments that fit your budget (e.g., "For this budget, we recommend launching on mobile only and adding console as a Phase 2")
  • It prevents wasting everyone's time on proposals that are 10x over or under budget

You do not need to share an exact number. A range is sufficient: "Our budget for this phase is between X and Y." If you genuinely do not know what the project should cost, say so - and ask studios to provide tiered quotes (minimum viable, recommended, and full scope).

Key Takeaway: Studios do not inflate quotes to match your budget. They use your budget to scope the project appropriately. Sharing a range leads to better proposals, not higher prices.


Common Brief Mistakes (and How to Fix Them)

Mistake 1: Describing Feelings Instead of Features

"We want the game to feel premium and polished" is not actionable. "We want 60fps performance, hand-drawn 2D art at 1080p resolution, and professional sound design with original music" is actionable.

Mistake 2: Listing Comparable Games Without Specifying Which Aspects

"Like Minecraft meets Duolingo" could mean a hundred different things. Instead: "Minecraft-style voxel building mechanics combined with Duolingo-style spaced repetition for vocabulary learning."

Mistake 3: Underspecifying Multiplayer

"The game should have a multiplayer mode" is not a feature specification. Multiplayer scope varies from a simple two-player turn-based mode (days of work) to a persistent MMO with thousands of concurrent users (months or years of work). The networking architecture alone can be a larger project than the game itself.

Mistake 4: Forgetting Post-Launch

If you expect the studio to support the game after launch - bug fixes, content updates, live operations, seasonal events - this needs to be in the brief. Post-launch support is a separate scope item with its own budget.

Mistake 5: No Priorities

A flat feature list with no prioritisation makes scoping difficult. Divide features into:

  • Must-have: The game cannot launch without these
  • Should-have: Important but the game is viable without them
  • Nice-to-have: Desirable if budget and time allow

This gives studios the flexibility to propose a realistic scope rather than either quoting for everything or making arbitrary cuts.

Mistake 6: Omitting Existing Assets

If you already have art assets, a Game Design Document, music, voice recordings, or a partial codebase, mention it. Existing assets significantly reduce scope and cost. Conversely, if you have nothing and expect the studio to create everything from scratch, make that clear too.


A Brief Template

To make this practical, here is a template you can adapt:

1. Project Summary

  • Game concept (2-3 sentences)
  • Business objective
  • Target audience
  • Success metrics

2. Platforms

  • Primary platform(s)
  • Secondary platform(s) (if applicable)
  • Minimum device specifications

3. Features (mark each as Must/Should/Nice)

  • Core gameplay mechanics
  • Content volume (levels, characters, items)
  • Multiplayer / networking
  • UI screens and flows
  • Monetisation features
  • Backend services
  • Accessibility requirements
  • Localisation requirements

4. Art and Audio

  • Visual references (3-5 screenshots or links)
  • Art style description
  • Existing assets (if any)
  • Audio requirements (music, SFX, voice)

5. Technical Constraints

  • Engine preference
  • Integration requirements
  • Security / compliance requirements
  • Performance targets

6. Timeline

  • Desired launch date (fixed or flexible)
  • Key milestones
  • Phased delivery preferences

7. Budget

  • Budget range or "seeking guidance"
  • Funding structure (milestone-based, monthly, fixed-price)

8. Evaluation Criteria

  • How will you evaluate proposals?
  • Decision timeline
  • Key decision makers

What Happens After You Send the Brief

A good studio will not simply respond with a number. Expect a structured response process:

  1. Clarification questions: The studio will ask follow-up questions about ambiguous areas. This is a good sign - it means they are taking the scoping seriously rather than guessing
  2. Technical recommendations: Based on your brief, the studio may recommend platform choices, engine decisions, or architectural approaches you had not considered
  3. Scope proposal: A detailed breakdown of features, phases, and milestones with estimated effort for each
  4. Quote: Time and cost estimates tied to the scope proposal, typically with options (e.g., Phase 1 launch scope vs. full scope)

If a studio responds with a single number and no questions, that is a red flag. Accurate quoting requires dialogue.


Estimating Costs: Use Our Free Tool

If you want a rough sense of game development costs before approaching studios, we built a free game development cost estimator that lets you input your platform, features, and content volume to generate a ballpark estimate. It is not a substitute for a proper studio quote, but it helps calibrate expectations and identify which features drive the most cost.


Working With Us

At Ocean View Games, we specialise in Unity game development for mobile, PC, and consoles. Whether you are a game studio needing co-development support, an educational institution commissioning a learning game, or a startup building your first title, we follow a structured scoping process designed to turn your brief into an accurate, transparent proposal.

We start every engagement with a discovery phase where we work through your requirements in detail, identify risks early, and propose a development plan with clear milestones. No surprises, no scope creep, and no guesswork.

If you have a brief ready (or need help writing one), we are happy to review it and provide honest feedback - even if we are not the right studio for your project.


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