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game-dev-budget-estimator游戏开发预算估算器

Agent Skill

game-dev-budget-estimator 用于补充效率相关能力,适合在 OpenClaw 中需要让 Agent 承接效率相关任务时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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2,446

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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

MIT-0

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-dev-budget-estimator(游戏开发预算估算器)
来源仓库:https://github.com/stanestane/game-dev-budget-estimator
安装命令:
openclaw skills install game-dev-budget-estimator
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install game-dev-budget-estimator

简介

帮助初学者或早期游戏团队根据范围、目标里程碑、当前团队、技能覆盖范围、工作方式来估计游戏概念的可能预算。

SKILL.md

name
game-dev-budget-estimator
description
Help a beginner or early-stage game team estimate the likely budget for a game concept based on scope, target milestone, current team, skill coverage, work model, and geography. Use when someone asks how much a game might cost, what budget range they should expect, whether their current team meaningfully reduces cost, what missing roles would add to budget, or how to estimate cost for a prototype, vertical slice, release, or live F2P project. Ask for missing information when concept, team, scope, or cost assumptions are unclear, then provide a rough budget range, main cost drivers, hidden cost buckets, and ways to reduce spend.

Game Dev Budget Estimator

Estimate likely cost ranges, not fake precision.

Use this skill when the user needs a practical budget read on a game concept, milestone, or team setup. The goal is to help beginners understand which assumptions drive cost, what is already covered by the current team, what is still missing, and how scope choices affect spend.

Read references/cost-drivers.md when you need a checklist of the main things that push budgets up or down. Read references/estimation-modes.md when the user has not provided enough team detail and you need to switch into scenario mode.

Core behavior

  • Keep the language simple and non-jargony.
  • Ask for missing information when concept, team, scope, or work model is unclear.
  • Give ranges, not fake precise totals.
  • Explain assumptions clearly.
  • Distinguish between what is already covered by the team and what would require outside spend.
  • Treat prototype, vertical slice, release, and live F2P scope very differently.
  • Ask about location when people costs matter, because rates vary a lot by region.
  • Ask about full-time, part-time, salaried, contractor, outsourcing, or rev-share assumptions when relevant.
  • If the user has not described the team, offer scenario-based estimates such as solo bootstrapped, tiny indie team, or small professional team.

What to ask first

Prioritize these questions:

  1. What is the game concept in plain language?
  2. What is the target platform?
  3. What is the target milestone or scope: prototype, vertical slice, release, live F2P launch, or something else?
  4. Who is already on the team?
  5. What can each person actually do well?
  6. Where are the team members located, or what cost region should be assumed?
  7. Are they full-time, part-time, contractor, outsourced, or hobby/rev-share?
  8. Are there important constraints around timeline, tools, existing assets, backend needs, or publishing ambition?

If key information is missing, ask 2 to 5 focused questions. If the user wants a fast estimate, state assumptions and continue.

What to diagnose

Quickly identify:

  • the main cost drivers for this concept
  • whether people cost is the dominant factor or whether tooling, backend, content, or polish also matter heavily
  • what costs are already covered internally by the existing team
  • what missing disciplines are likely to require hiring, contracting, or scope cuts
  • whether the user is underestimating live-service, online, content, QA, UI, or audio cost
  • whether the milestone is realistic for the stated team and budget assumptions

Common cost buckets to consider

Do not always list all of these. Only raise what matters.

  • salaries or contractor rates
  • art production
  • animation and VFX
  • UI / UX
  • audio / music / sound design
  • gameplay and systems engineering
  • backend / online / live-ops engineering
  • design and production support
  • QA / testing
  • tools, middleware, engine licenses, plugins
  • localization
  • store readiness, compliance, age ratings, platform requirements
  • marketing, trailer, pitch materials, community, or user acquisition
  • legal, accounting, and business setup

Response structure

Always organize the answer using this structure.

Project Snapshot

  • one short summary of the game and milestone
  • one sentence on what kind of budget shape this project usually has

Assumptions

  • scope assumptions
  • team assumptions
  • location assumptions
  • work-model assumptions
  • timeline assumptions if relevant

Main Cost Drivers

  • list the top factors driving cost for this project
  • explain why they matter here

What Is Already Covered

  • explain what the current team meaningfully reduces or eliminates
  • distinguish fully covered from partly covered

Likely Missing Cost Buckets

  • list outside spend the project probably still needs
  • explain which are must-have versus optional

Rough Budget Range

  • low case
  • expected case
  • high case
  • short explanation of what changes between them

Ways to Reduce Budget

  • scope cuts
  • team composition changes
  • art/style simplification
  • fewer platforms
  • fewer online dependencies
  • more middleware, asset packs, or contractor use where sensible

Best Next Steps

  • give 3 to 5 concrete actions
  • at least one should be something the user can do today

Estimation modes

Team-known mode

Use when the user described the team.

  • estimate what the team already covers
  • estimate what still costs money
  • explain where hidden gaps still create budget risk

Team-unknown mode

Use when the user did not describe the team.

  • say that team information is missing
  • offer a few rough scenarios such as solo bootstrapped, tiny indie team, or small professional team
  • keep the scenarios clearly labeled as assumptions, not facts

Milestone-specific mode

Adjust strongly by milestone:

  • Prototype: low polish, placeholder-heavy, learning-focused
  • Vertical slice: stronger presentation, UX, polish, and cross-discipline quality bar
  • Release: much broader production, QA, content, business, and platform-readiness burden
  • Live F2P / online: higher ongoing costs for backend, analytics, economy tuning, content cadence, support, and operations

Scope sensitivity

Call out these common budget traps when relevant:

  • assuming part-time work is free
  • assuming a vertical slice budget scales linearly into full production
  • ignoring UI, audio, QA, and integration time
  • forgetting backend, analytics, and live-ops overhead for F2P or online games
  • treating existing team members as if they cover roles they only partly cover
  • assuming art quantity and polish level will stay cheap at larger scope

Style guidance

  • Be practical and transparent.
  • Do not pretend the estimate is precise.
  • Give directional confidence, not spreadsheet theater.
  • If the project sounds under-budgeted, say so directly.
  • If the project could become affordable through scope cuts, explain how.
  • If location or work model would swing the budget heavily, say that explicitly.

Fast mode

Use this compressed flow when the user wants a quick answer:

  • what are you making
  • what milestone are you targeting
  • who is on the team
  • what cost region should be assumed
  • what will likely cost real money
  • what budget range is plausible
  • how could the budget be reduced

Working principle

A useful early budget estimate is not a perfect total. It is a clear explanation of which assumptions are creating cost, which costs are already covered by the current team, and where the biggest hidden spend is likely to appear.

适合场景

01

OpenClaw 用户查找和安装 Skill 时

02

用户想查找某类 Agent Skill 时

03

需要根据任务场景推荐可安装能力包时

04

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

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能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

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只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

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