What it costs, and why
Three tiers, and the two things in your brief that decide which one you are in.
What it costs, how long it takes, what we need from you, and the five ways it goes wrong. Written plainly, including the parts that are awkward.
Commissioning a bespoke video game is unfamiliar enough that most people do not know what to ask. These pages are the answers to the questions that actually come up, including the ones people are slightly embarrassed to raise.
The single most useful thing to understand is where the money and the time go. Both are driven by the same two numbers from your brief: how many people are in it, and how many distinct places it visits. Every person is painted separately in every pose they need. Every location is a background that cannot be assembled from parts of another one without looking like it was. The engine underneath is shared and already works, which is what makes a fixed price and a real date possible at all.
The second most useful thing is that the brief does more than the budget. A commission described as a fiftieth birthday game for somebody's mum produces a nice game for somebody's mum. One that names the caravan in Tenby, the dog who is frightened of the hoover and the chair nobody else is allowed to sit in produces something only one family could receive. The detail is free and it is the whole difference.
We would rather tell you when a commission is the wrong choice. If the budget is tight, a well-made personalised book is a better gift than a strained commission, and there is a page here that says so.
Three tiers, and the two things in your brief that decide which one you are in.
Three photographs and a few sentences. The casual photographs are more useful than the good ones.
One field does more than all the others, and most people answer it in four words.
Five failure modes, four of which are largely in your hands. Worth reading before you send anything.

Yes. The interesting questions are about permission and about what a likeness actually is.

A book is read to somebody. A game is played by them. That difference decides most of it.

The build is the predictable part. Everything before it is where a schedule is won or lost.

The commission is the easy part. Handing over a link at a party without it feeling like an email is the bit people get wrong.

The build is yours to keep, share and replay. The reason that is true is the file format.

What happens between the first enquiry and the finished game, what we need from you, and the points where you get to change your mind.