| name | game-studio-delivery-and-commercial-operations |
| description | Use when running game discovery, estimation, staffing, RACI, greenlight, statements of work, milestone governance, outsourcing, client demos, change control, launch command, postmortems, or evidence-based case studies. |
| metadata | {"portable":true,"compatible_with":["claude-code","codex"]} |
Game Studio Delivery and Commercial Operations
Make scope, uncertainty, content throughput, accountability, acceptance, and commercial change visible from discovery through support.
Use When
- Planning or governing a client game engagement, studio milestone, outsourcing package, greenlight, launch, or case study.
Do Not Use When
- Creative, technical, legal, or financial specialists have not approved their own assumptions.
Required Inputs
Client/owner decision, product/platform/audience scope, evidence, team/vendor capabilities, dependencies, rights, risks, milestone model, content inventory, throughput history, business-model hypotheses, budget/runway/contract constraints, acceptance, change process, support obligations, and stop conditions.
Workflow
- Run discovery and technical due diligence; separate facts, assumptions, exclusions, and client-owned inputs.
- Estimate systems and content with range/confidence, throughput basis, rework, integration, certification, contingency, and recalibration triggers.
- Define milestone RACI, RAID, decision rights, artefacts, objective acceptance, demo script, and payment/change links.
- Gate vendors with provenance, source-file, technical, security, and integration acceptance.
- Conduct greenlight and milestone reviews from evidence; rehearse launch command, support, rollback, and postmortem.
- Publish case evidence only for demonstrable outcomes, with client permission and limitations.
Compare premium, demo/prologue, DLC, subscription, sponsorship, licensing, institutional sales, grants, ethical ads and IAP as hypotheses. Expose price/cost/tax/store/payment/rights/localisation/support/content-throughput assumptions as ranges with sources and recalibration triggers. Treat financial independence as motivation for disciplined portfolio economics and reusable IP, never as a promised outcome.
For an ad-supported case, require the non-intrusive-ad contract, vendor/data/legal review, no-ads or kill-switch path, placement/cap/pace evidence, creative controls, real-device failure tests and player trust/wellbeing guardrails. Do not greenlight from eCPM or fill-rate claims alone.
Quality Standards
- Estimates show basis, range, confidence, dependencies, rework, lifecycle cost and recalibration triggers.
- Milestones are outcome- and evidence-based, with accountable acceptance, residual risk and change control.
- Commercial models preserve assumptions, downside, rights, tax/payment/platform review and explicit greenlight, pivot, narrow, hold or stop criteria.
- Vendor and advertising acceptance includes technical, privacy, child-safety, accessibility, creative-quality, support, data-exit and rollback evidence.
Outputs
Discovery pack; estimate basis/range; staffing/RACI; SOW acceptance schedule; RAID/change/decision logs; vendor briefs; greenlight and milestone records; launch/postmortem; case-evidence register.
Decision Rules
| Evidence state | Decision |
|---|
| Demand, price or conversion rests on analogy alone | Run a bounded market/product test; keep forecast unapproved |
| Runway cannot fund the next evidence gate plus contingency | Narrow, hold or stop |
| Business model harms fairness, children, culture or trust | Reject or redesign regardless of projected revenue |
| Reuse would erase a game's identity or performance simplicity | Keep capability shared but content/system expression project-specific |
Anti-Patterns
- FIRE target turned into a revenue promise. Fix: show assumptions, downside and stop rules.
- Percentage-complete greenlight. Fix: require outcome evidence and residual risk.
- Cheap content estimate without rework/localisation/support. Fix: include complete lifecycle cost.
- Ad vendor selected on headline yield. Fix: gate privacy, child safety, integration, creative quality, exit and trust.
- Shared platform forced into every game. Fix: consume reusable capabilities selectively.
References