Lesson 4: Financial Management & Funding
You have a vision, a team strategy, and a legal structure. The next step is putting finances in order so your studio can run, ship games, and grow without running out of cash. This lesson covers budgeting, runway, cash flow, and when and how to consider funding.
What You'll Learn
By the end of this lesson you will be able to:
- Build a simple studio budget – fixed costs, variable costs, and revenue assumptions
- Understand runway – how long your money lasts at current burn and why it matters
- Manage cash flow – when money comes in and goes out, and how to avoid shortfalls
- Evaluate funding options – bootstrapping, grants, publishers, loans, and investment
- Avoid common mistakes – overspending, no budget, mixing personal and studio money
Why This Matters
Studios fail more often from running out of cash than from bad games. A clear picture of income, expenses, and runway lets you make decisions in time: cut costs, seek funding, or delay a hire. This lesson is not financial or tax advice; it helps you set up basic financial discipline and know when to get professional help.
Step 1: Build a Simple Studio Budget
Fixed costs (every month, predictable)
- Salaries and contractor retainers
- Rent, utilities, software subscriptions (Unity, source control, accounting)
- Insurance, legal/accounting retainer, bank fees
- Marketing or community tools (e.g. email, Discord, hosting)
Variable costs (depend on activity)
- One-off contractors (art, audio, QA)
- Marketing spend (ads, events, PR)
- Travel, hardware, asset store or license spikes
- Taxes (estimate and set aside; rules vary by jurisdiction)
Revenue assumptions
- Existing game sales (Steam, itch, console, mobile)
- Contract work or work-for-hire
- Advance or milestone payments from a publisher
- Grants, prizes, or other one-time income
Pro tip: Use a spreadsheet or simple accounting tool. One tab for monthly budget (fixed + variable), one for actuals. Update actuals at least monthly so you see variances early.
Common mistake: Guessing numbers. Even rough estimates are better than none. Start with last month’s bank statement and subscriptions; add salaries and contractors; then add a buffer for taxes and surprises.
Step 2: Understand Runway
What runway is
Runway = how many months you can keep operating at your current burn rate with the cash you have (and committed income you expect), without new revenue or funding.
Simple formula
- Monthly burn = total monthly expenses (fixed + variable) minus monthly revenue.
- Runway (months) = cash (and expected income) ÷ monthly burn.
Example: You have $60,000 in the bank and burn $15,000 per month. Runway = 4 months. If you expect $30,000 from a publisher in 2 months, you could treat that as part of “cash” for a longer runway, but only if the contract is signed and the timing is reliable.
Why it matters
- Runway under 3–6 months is risky: one delayed payment or cancelled deal can force cuts or closure.
- Knowing your runway tells you when to start cutting costs, pitching publishers, or seeking grants or investment.
- Update runway every month; it changes as cash and burn change.
Pro tip: Plan for the worst case. Assume a key deal slips by 2–3 months or a platform payment is late. If you can still survive that, you are in a much safer position.
Common mistake: Ignoring runway until the bank balance is low. By then you have fewer options. Check runway monthly and act before you hit single-digit months.
Step 3: Manage Cash Flow
Timing is everything
- Income: Steam pays ~30 days after the month; publishers pay on milestones; grants can take months. Plan for delays.
- Expenses: Salaries and contractors often need to be paid on fixed dates. Rent and subscriptions are monthly. Big one-offs (e.g. contractor lump sums, taxes) can create spikes.
Practical habits
- Keep a separate business account and do not mix personal and studio spending. This makes budgeting and taxes straightforward.
- Set aside a percentage of revenue for taxes (and, if applicable, VAT). Ask an accountant for a rough rate for your situation.
- If you have a publisher or client, get payment terms and milestone dates in writing. Chase invoices before they are overdue.
- Build a small buffer (e.g. 1–2 months of fixed costs) before expanding. That buffer can cover late payments or a bad month.
Pro tip: Use a simple cash-flow spreadsheet: columns for each month, rows for income and expense categories. Fill in known dates (salaries, rent, expected royalties). Gaps show when you might be short; you can then move expenses or accelerate income.
Common mistake: Assuming “we’ll be fine because we’re about to sign a deal.” Until the contract is signed and the first payment is received, do not count it in runway. Count it when the money is in the bank.
Step 4: Evaluate Funding Options
Bootstrapping (no external funding)
- Fund the studio from your own savings, contract work, or existing game revenue.
- Pros: Full control, no dilution, no repayment. Cons: Growth is limited by what you can generate.
- Fits: Small teams, niche games, or when you already have some revenue and low burn.
Grants and public funding
- Government or regional grants, cultural funds, or innovation programs. Often non-dilutive but with reporting and eligibility rules.
- Pros: No equity given, often no repayment. Cons: Application takes time; approval is not guaranteed; reporting requirements.
- Fits: Studios that match criteria (region, genre, team size). Research programs in your country and apply early; deadlines are fixed.
Publishing deals
- Publisher advances development costs and often handles marketing and distribution in exchange for a share of revenue (and sometimes IP).
- Pros: Upfront or milestone funding, marketing support, distribution. Cons: Revenue share, possible loss of some control or IP; deal terms vary a lot.
- Fits: Projects that fit a publisher’s portfolio and that need funding and/or marketing. Our publishing and business resources can help you explore options.
Loans (bank or specialized)
- Borrow money and repay with interest. Can be personal or business loans.
- Pros: No equity given; you keep full ownership. Cons: You must repay regardless of game success; interest and covenants can be strict.
- Fits: When you have predictable revenue or collateral and can service debt. Use with caution; defaulting can hurt personally if guaranteed.
Equity investment (angels, VCs, or strategic)
- Investors put in cash in exchange for equity or convertible instruments.
- Pros: Larger sums possible; investors may bring contacts and advice. Cons: Dilution, loss of some control, expectations for growth or exit.
- Fits: Studios aiming for fast growth, multiple titles, or a clear path to acquisition or large scale. Not necessary for every studio.
Pro tip: Match the funding type to your goal. If you want to stay small and independent, grants and bootstrapping (or a small publisher advance) often make more sense than giving up equity. If you want to scale quickly, equity might be appropriate – but get advice and understand the terms.
Common mistake: Taking the first offer without comparing. Talk to several publishers or investors if you can; compare advance size, revenue share, IP, and control. One good deal is better than a fast bad one.
Mini-Task: Financial Snapshot
Spend 45 minutes on the following:
- List fixed costs: Write down every recurring monthly expense (salaries, rent, software, insurance, etc.) and total them.
- Estimate variable costs: For the next 3 months, estimate contractor, marketing, and other variable spend. Add to fixed for total monthly burn.
- Revenue: List expected income for the next 3 months (existing games, contracts, publisher milestones). Be conservative; only count what is contractually committed or very likely.
- Runway: (Cash + committed income) ÷ (monthly burn − monthly revenue). How many months of runway do you have? If under 6 months, note one action (e.g. “apply for grant X,” “reduce contractor Y,” “pitch 2 publishers”).
Troubleshooting
"We have no revenue yet; how do we budget?"
Base the budget on expenses only. Runway = cash ÷ monthly burn. Focus on extending runway (cut costs, secure one grant or contract) until you have your first revenue stream.
"Our income is lumpy (e.g. one Steam payout per month)."
Use a cash-flow table: put Steam and other income in the months you actually receive it. Plan expenses around those dates so you do not run short in low-income months.
"Should we take a publisher deal or try to self-publish?"
Depends on your need for funding, marketing, and distribution. If you need advance money to finish the game, a publisher may be right. If you have enough runway and want to keep more revenue and control, self-publishing might be better. Compare a few real offers and run the numbers.
Summary
- Build a simple budget: fixed costs, variable costs, and revenue. Update actuals monthly.
- Runway = how long your money lasts at current burn. Track it every month and act before it gets short.
- Manage cash flow: separate business account, set aside taxes, get payment terms in writing, and plan for late payments.
- Funding options include bootstrapping, grants, publishing deals, loans, and equity. Choose what fits your goals and stage; do not take the first offer without comparing.
In the next lesson you will focus on Project Management & Workflow Design – how to plan sprints, track tasks, and run production so your team ships on time and on scope.
For more on the business side of game development, see our help section on business and legal and resources on publishing and funding.