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StudioOps

Budget

Real labor cost from Blueprint, milestones and other project costs.

Presupuesto

What it isOverview

Budget calculates how much it costs to produce your game without entering everything twice. Labor comes straight from Blueprint (hours × each person's rate), and on top you add milestones, other direct costs, overhead and contingency. When you present the number to an investor you save it as the approved budget, and from there you compare against what you spend.

What it solvesProblems

The problem How it solves it
Quoting role by role by hand, and it not matching the plan. Labor is calculated from Blueprint; if scope changes, cost changes.
Losing the number you gave the investor. The approved budget stays fixed, with versions and the reason for each change.
Tasks with no one assigned that nobody is counting. It tells you how many Blueprint hours still have no owner.

How to use itHow to

  1. 1
    Build the Blueprint
    With hours and people assigned, labor shows up in Budget on its own.
  2. 2
    Add milestones and resources
    MVP, demo, launch: each milestone with the resources it needs.
  3. 3
    Add other costs
    Licenses, marketing, events, plus overhead and contingency as a percentage.
  4. 4
    Approve and compare
    Save the approved version and compare it against the project's actual spending.
Try it with a real project
Every tool lives inside My Studio, connected to the same project.
Go to My Studio