For contract game developers

'Fun' isn't an acceptance criterion. Your milestones need one.

Contract game work — a prototype for a publisher pitch, a port, a feature for another studio's live game, a branded game for a marketing campaign — is usually agreed over calls and a milestone spreadsheet. The trouble is that games are judged on feel, and a milestone described as 'vertical slice' or 'gameplay complete' means different things to the person building it and the person paying for it.

ApeiroCraft sends the proposal as a link with each milestone's deliverable and acceptance criteria, the target platforms and engine, the IP and asset terms, and what happens when the design changes. You see when it's opened and reopened, it's signed in the browser, and each milestone is invoiced from the accepted proposal.

Written by Shaish Guni, Founder, ApeiroCraft.Last reviewed Kathmandu, Nepal

Where contract game work goes sideways.

Milestones that never close

The client won't sign off the milestone because it doesn't 'feel right yet'. Without written acceptance criteria, payment waits on taste.

Design changes mid-sprint

A new mechanic, a changed camera, an extra level. Games evolve, which is fine — until the evolution is expected inside the original fee.

IP and reused code

You bring your own tools, shaders or framework to the job. If the agreement doesn't separate your pre-existing code from the client's deliverable, you might sign it away.

From pitch to final build, milestone by milestone.

Step 1

Milestones with acceptance criteria

Write each milestone as a section: what's delivered, on which platform build, and the criteria that make it accepted — so sign-off is a checklist, not a mood.

Step 2

See when the publisher reads it

Opens and re-opens are recorded on the link. Repeated opens before a greenlight meeting mean it's being discussed — a good time to offer a call.

Step 3

Signed before production

The signature records name, email, IP address and a UTC timestamp and can't be changed, so milestones and IP terms are on record before you write a line.

Step 4

Invoice on acceptance

Convert the accepted proposal into a draft invoice for the first milestone and send with your payment link. Convert again for each milestone as it's accepted.

What a game development proposal has to include.

Publishers often send their own agreements, and you should read those closely. When you're writing the terms, these are the sections to get right.

Milestones and acceptance

If it's left vague

Milestones are accepted when the client feels like it.

With ApeiroCraft

Give each milestone deliverables, a build target, acceptance criteria and a review window after which it's deemed accepted.

Platforms, engine and performance

If it's left vague

A PC prototype is expected to run on mobile or console.

With ApeiroCraft

Name platforms, engine and version, and any performance target.

Change requests

If it's left vague

New features are added to the current milestone at the same fee.

With ApeiroCraft

State that design changes are estimated and approved before they're scheduled.

IP, pre-existing code and licences

If it's left vague

Your own tools and libraries become the client's property.

With ApeiroCraft

Separate client deliverables from your pre-existing code, and note any third-party asset or plugin licences.

Assets and dependencies

If it's left vague

Art, audio or SDK access arrive late and the milestone slips.

With ApeiroCraft

List what the client supplies, by when, and that dates move if dependencies are late.

  • Milestone invoices from one accepted proposal.
  • Kanban tasks for builds and feature work, shared with collaborators.
  • Team notes for design decisions and build notes.

Common questions.

How is contract game development usually priced?

Common structures are fixed price per milestone, a monthly rate for embedded or long-running work, a day rate for porting or support, and for some publisher deals, an advance against revenue share. Milestone payments on acceptance are typical for fixed-scope work. ApeiroCraft holds the structure you use; it doesn't recommend rates.

What does a prototype proposal look like?

A goal of a playable prototype for a publisher pitch; three milestones — core loop, one complete level with placeholder art, polish and pitch build — each with acceptance criteria and a five-day review window; PC build in a named engine version; client supplies key art; your input-handling framework licensed to them, not transferred; changes estimated separately; payment per milestone. The studio lead reopens it before their pitch planning, signs, and you invoice milestone one.

When is ApeiroCraft not the right fit for game development?

It isn't a project-management tool for game production — no sprint planning, bug tracker, build pipeline or time tracking — and it won't replace a publisher's own contract. For royalty or revenue-share deals, you'll need a lawyer-drafted agreement. ApeiroCraft fits fixed-scope contract work you write the terms for.

Can I use it for a revenue-share deal?

You can describe revenue-share terms in a proposal, but ApeiroCraft won't calculate or track royalties. For anything with ongoing revenue split, have the agreement reviewed by someone qualified.

Which template should I use?

The app development template — scope with an explicit exclusions list, phased gates, acceptance criteria and IP handover — maps well to game milestones.

Write the acceptance criteria before the first build.

Start from the app development template and adapt the gates to your milestones.

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Still deciding? Talk to the founder