Video Game Company Business Plan Template
Video Game Company Business Plan Template
Build a fundable business plan for your video game studio, from indie startup to publisher. Download our free template, or let our consultants write the full plan, financial model, and investor pitch for you.
The Video Game Industry in 2025: Size, Segments & Where Founders Win
The global video game industry generated $188.8 billion in revenue across 2025, serving 3.51 billion active players, 42% of the world's population, across mobile, console, and PC platforms. That figure comes from Newzoo's 2025 global gaming report, which projects total market value reaching between $600 billion and $733 billion by 2030.
The headline number masks where the real opportunity sits for new entrants. Mobile gaming accounts for $103 billion (55% of the total) but is dominated by a handful of publishers. Console ($45.9B) and PC ($39.9B) are where small studios build long-term IP ownership and generate the kind of per-unit economics that can make a 5-person team genuinely profitable.
The indie game segment, the natural entry point for most founders, was valued at $4.85 billion in 2025 and is forecast to reach $10.83 billion by 2031 at a 14.32% CAGR, according to Mordor Intelligence's indie game market report. That growth rate exceeds the broader gaming market, driven by lower distribution barriers (Steam, Epic, itch.io), an expanding global gamer base, and growing appetite for niche genres that AAA studios won't pursue.
Named Studio Benchmarks
Understanding the performance of established studios gives founders and lenders a credible anchor for financial projections. Three publicly reported examples from 2024 are useful reference points:
- Devolver Digital (Austin, TX): $104.8 million revenue in 2024, up 13.5%. Notably, 88% came from back-catalog titles, demonstrating that long-tail IP is the core revenue driver for publishers at scale.
- Team17 (Wakefield, UK): £80.6 million in H1 2024, with 92% from catalog games. Titles include the Worms franchise, The Escapists, and Overcooked. Team17 shows that a UK-based studio can build a multi-hundred-million-pound business from niche-genre IP.
- Klei Entertainment (Vancouver, Canada): Approximately $15 million in annual revenue with 175 employees. Known for Don't Starve, Oxygen Not Included, and Griftlands, each a genre-defining title built by a team smaller than most corporate departments.
The solo-developer end of the market is equally instructive. ConcernedApe (a single developer based in Washington State) shipped Stardew Valley in 2016 and had sold more than 33 million copies by 2025, generating an estimated $250 million or more in lifetime revenue from a project that cost virtually nothing in development overhead. The economics of software mean that once a game is built, each additional sale has near-zero marginal cost.
Your business plan needs to be honest about which part of this market you are targeting. A mobile-first casual game studio, a premium PC narrative studio, and a console action developer have entirely different capital requirements, team sizes, go-to-market strategies, and lender profiles. The sections below address the most common model, a small team (1-8 people) building premium or mid-core PC/console titles, with specific callouts where mobile or console exclusives change the numbers.
For related templates in adjacent niches, see our board game company business plan template and our broader free business plan template library.
Comparing Studio Models: Developer, Publisher, and Hybrid
Not every video game company builds games from scratch. The business model you choose shapes your capital requirements, team structure, revenue timeline, and investor appeal. There are three main models to address in your plan:
| Model | What You Build | Typical Capital to First Revenue | Margin Profile |
|---|---|---|---|
| Independent Developer | Original IP games, shipped under your own label on Steam/Epic/console stores | $50K-$200K for a polished mid-size indie (12-30 month dev cycle) | High (70-85% gross on digital), but single-title revenue is lumpy |
| Games Publisher / Label | Fund and distribute other developers' games; take a revenue share or IP ownership | $300K-$2M+ to build a catalog of 5-10 signed titles | Moderate gross margin per title (30-50%), but diversified across a portfolio |
| Work-for-Hire / Service Studio | Build games or game components on contract for other studios or publishers | $30K-$80K (hire a team, land first contract) | 20-40% net margin; predictable cash flow but you own no IP |
Most early-stage studios start as independent developers, potentially taking on work-for-hire contracts to fund original IP development in parallel. Devolver Digital's model is closer to a hybrid: they publish external studios' games while maintaining their own development capability. Klei Entertainment started as a developer and never needed to publish others' work because their titles built enough organic revenue.
Investors and grant bodies care about which model you are operating. A UK Games Fund application from a work-for-hire studio will be evaluated differently from one seeking to complete original IP. An SBA 7(a) loan applicant running a contract studio has a more predictable cash-flow argument than an original developer with no shipped titles yet. Specify your model clearly in the first paragraph of your business plan's executive summary.
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Startup Costs, Capital Requirements & Funding Routes
Starting a video game company typically requires $63,000 to $224,000 in the US (£50,000 to £175,000 in the UK), assuming a small team building a mid-size indie title over 12-24 months. A solo developer can get to a shippable product for $5,000-$15,000 in hardware and software costs, though three months of living expenses typically push the real number higher. A 5-person team with salaries requires $150,000-$250,000 to sustain the pre-launch period.
Detailed Cost Breakdown
- Development hardware (workstations, testing devices, consoles): $10,000-$55,000 (£8K-£43K). Each developer needs a machine capable of running Unreal Engine 5 or Unity at full quality settings, typically $2,500-$4,000 per workstation. Add $500-$1,500 per console dev kit (PlayStation, Xbox, Switch access requires developer programme approval).
- Software licences: $5,000-$25,000/year (£4K-£20K). Unity Pro costs $2,040 per seat per year and is required for studios earning over $200,000 in annual revenue or funding. Autodesk Maya (3D modelling) runs $1,875 per seat per year. Adobe Creative Cloud, Wwise (audio middleware), and Perforce (source control) add further recurring costs.
- Office or co-working space (12-month commitment): $8,000-$40,000 (£6K-£32K). Co-working desks in Bristol or Manchester run £200-£500/month per person; private studio space in London can reach £1,000-£2,000/month per desk. Many early studios work remotely to defer this cost.
- Legal (company formation, IP assignment, contractor agreements): $3,000-$15,000 (£2K-£12K). Every freelancer contributing game assets, code, or music must sign an IP assignment agreement before work begins. Litigation over ownership is the most common existential legal risk for early studios.
- ESRB / PEGI age rating fees: $800-$5,000 (£600-£4,000). Not optional if you plan to sell through physical retail or major console stores. See the Licensing section below for detail.
- Initial marketing (website, Steam page, trailer, PR): $5,000-$20,000 (£4K-£16K). A professionally produced game trailer costs $3,000-$8,000 from a games marketing agency; a Steam page with good capsule art runs $500-$2,000 for design.
- Working capital (salaries/contractor fees for 3 months): $20,000-$60,000 (£16K-£48K). This is typically the largest single line item for teams with employees. Plan for at least 3 months of runway beyond your projected launch date, most games ship late.
Funding Routes for Video Game Studios
US: SBA 7(a) loans. Video game studios are classified under NAICS 511210, Software Publishers, which carries a size standard of $38.5 million in average annual receipts. This is considered a lower-risk NAICS category by lenders, giving SBA 7(a) applicants better approval odds than many other creative-industry codes. The SBA 7(a) programme offers up to $5 million with terms up to 25 years and is the most accessible long-term funding route for pre-revenue studios with assets to pledge as collateral. Our bespoke business plan service includes SBA-compliant financial projections formatted for lender submission.
UK: UK Games Fund grants. Innovate UK committed £28.5 million to the UK Games Fund for 2025-26, split across three competitive grant tracks: the Entry Track awards up to £20,000 to newly formed studios; the Emergent Track provides up to £100,000 for prototyping original games; and the Expansion Track offers up to £250,000 to take a game to completion and help studios scale. Applications are competitive and assessed on creative merit, commercial viability, and team capability, all three of which your business plan must address explicitly. Creative UK also provides direct debt finance through the Creative Growth Finance Debt Fund in partnership with Triodos Bank, with average investments of around £67,000.
UK: Start Up Loans scheme. For studios not yet ready for grants, the government-backed Start Up Loans programme provides up to £25,000 at 6% fixed interest with free mentoring. This is a practical bridge while a UK Games Fund application is in progress.
Crowdfunding (Kickstarter, Fig). Larian Studios raised €3 million on Kickstarter for Divinity: Original Sin 2 in 2016 before going on to develop Baldur's Gate 3. Crowdfunding works best when you already have a small community, aim for 10,000 followers across Discord and social before launching a campaign, or the campaign itself will flounder. Treat crowdfunding as a marketing exercise as much as a funding one.
Publisher advances. A games publisher (like Devolver Digital, Raw Fury, or Team17's label division) will fund development in exchange for a revenue-share deal or IP rights. Typical terms: the publisher recoups their advance from first revenues, then the studio takes 50-70% of net receipts. This is non-dilutive (no equity given away) but does reduce long-term upside.
Angel investors and early-stage VC. Canada, the UK, and the US have active games-focused angels. In Canada, the Interactive Media Fund through the CMF and provincial programmes (Ontario Creates, BC Creates) offer additional grant pathways for studios with Canadian team members.
Tools & Software Stack for a Video Game Studio
Your business plan's operations section should specify the tools your studio relies on. Investors and lenders want to see that you've costed your tech stack accurately, and that you're using industry-standard tools that won't create platform lock-in or licensing surprises as you scale.
Game Engines
- Unity (Unity Technologies): $2,040/seat/year (Unity Pro tier, required above $200K revenue or funding). The dominant engine for mobile and 2D games. Unity Personal is free for studios earning under $200K. Approximately 50% of all mobile games use Unity. Best for: mobile, 2D indie, VR.
- Unreal Engine 5 (Epic Games): Free to use; Epic charges a 5% royalty on gross revenue above $1 million lifetime per game (waived for games released on Epic Games Store). Photorealistic 3D rendering, best-in-class lighting and physics. Best for: 3D action, open world, cinematic titles, console games.
- Godot (open source, MIT licence): Free, no royalties. Growing rapidly among small indie studios seeking full control. Best for: solo developers, 2D games, studios on tight budgets.
Art, Audio, and Production Tools
- Autodesk Maya / 3ds Max: ~$1,875/seat/year. Industry standard for 3D character and environment modelling. Maya is the preferred tool at most AAA studios, making it easier to hire artists familiar with the pipeline.
- Adobe Creative Cloud (Photoshop, Illustrator, After Effects): ~$660/seat/year. Used for 2D concept art, UI design, promotional materials, and video editing.
- Wwise (Audiokinetic): Free up to $150,000 in annual revenue; then licensing fees apply. The industry standard for interactive audio and music systems in games. Used in Cyberpunk 2077, Fortnite, and thousands of indie titles.
- Perforce Helix Core (version control): Free up to 5 users and 20 workspaces. Essential for teams collaborating on large binary files (game assets) that Git handles poorly. Paid tier from $630/year for larger teams.
- Slack + Notion (or Confluence): ~$12/user/month for Slack Pro; $8-$15/user/month for Notion Teams. Communication and project documentation, essential from day one, especially for distributed teams.
Distribution Platforms and Their Revenue Splits
This is the table most business plan templates get wrong, they either ignore distribution costs entirely or apply a generic 30% fee without explaining the nuances. The actual per-platform economics matter for your financial model:
- Steam (Valve): 70/30 split up to $10M cumulative revenue per game; 75/25 up to $50M; 80/20 above $50M. $100 recoupable Steam Direct fee to publish. Largest PC game marketplace, approximately 74% global PC market share in 2025.
- Epic Games Store: From June 2025: developers retain 100% of the first $1 million in net revenue per product per year, then an 88/12 split. Significantly better unit economics than Steam for titles earning under $1M, though EGS has a smaller active buyer base.
- Mobile (Apple App Store / Google Play): Standard 70/30 split; reduced to 85/15 for developers earning under $1 million per year through Apple's Small Business Programme and Google Play's similar scheme.
- Console (PlayStation Store, Xbox, Nintendo eShop): Typically 70/30 as a baseline; negotiable to 75/25 or better for titles with strong commercial credentials. Console certification fees are separate (typically $500-$2,000 per platform submission) and dev kit access requires a registered developer account.
Revenue Model, Unit Economics & Profit Margins
The diversity of monetisation models in gaming is unusual compared to most industries. The right model for your business plan depends on your target platform, genre, audience demographics, and development budget. Choosing the wrong model, for instance, applying a mobile free-to-play model to a PC narrative game, is a common and costly mistake.
Primary Revenue Streams
- Premium sales (single purchase price): Accounts for roughly 60% of indie game revenue in 2025. Typical price points: $4.99-$9.99 (short/casual), $9.99-$19.99 (standard indie), $24.99-$39.99 (scope-matched mid-budget games). Stardew Valley launched at $14.99 and has generated $250M+ in lifetime revenue, a textbook premium pricing case study.
- Downloadable content (DLC): Expansion packs, new story chapters, cosmetics. DLC can extend a game's commercial life by 12-36 months post-launch. A well-designed base game with 3-4 paid DLC releases typically generates 40-60% additional revenue above the base game over its lifetime.
- In-app purchases (IAP): Cosmetics, battle passes, consumables. Mandatory for free-to-play mobile titles; optional but high-risk for premium games (players resist pay-to-win mechanics). Budget carefully, IAP economy design requires specialist expertise.
- Merchandise and licensing: Viable once a title has a recognisable IP. Klei Entertainment licenses Don't Starve art and characters to tabletop games and physical products.
- Subscription services (Game Pass, PS Plus, Apple Arcade): Fixed fees paid by Microsoft, Sony, or Apple for inclusion. Useful for back-catalog exposure but not a primary launch revenue strategy.
Worked Unit-Economics Example
A 5-person indie studio in Bristol, UK spends £140,000 developing a 2D puzzle-platformer over 18 months. They launch at £15.99 on Steam. After Steam's 30% cut, the studio nets £11.19 per copy sold.
To break even on the £140,000 development cost, they need to sell approximately 12,510 copies. Their wishlisting campaign (running through two Steam Next Fest events) generated 34,000 wishlists before launch. Based on industry conversion data (roughly 10-20% of wishlisted users convert to buyers in the first 30 days), they estimate 3,400-6,800 day-one sales, with a long tail adding further units over 12-24 months.
If year-1 total sales reach 25,000 copies: revenue = 25,000 x £11.19 = £279,750. Against £140,000 development cost plus £60,000 in ongoing operating costs (tools, hosting, customer support), that's a year-1 net of ~£79,750, a 22% net margin before founder salaries. A DLC expansion at £5.99 targeting the existing player base (targeting 30% DLC attachment rate) adds a further ~£44,925 net in year 2. This is the financial narrative an investor or grant assessor needs to see: not just that the market is large, but that your specific title at your specific price point hits a credible break-even on a realistic sales volume.
Margin Benchmarks by Studio Type
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United States
- Business formation (LLC or C-Corp): File with your state's Secretary of State. $50-$500 depending on state. Most early studios form an LLC for pass-through taxation and limited liability. Delaware C-Corp is preferred if you plan to raise institutional VC funding.
- ESRB rating (Entertainment Software Rating Board): Technically voluntary, but major US retailers will not stock unrated games, and Sony, Microsoft, and Nintendo require ESRB approval for physical console releases. Budget $800-$5,000 depending on project scale, with a 2-6 week review process. Submit a detailed content description plus gameplay footage through ESRB's online portal.
- NAICS 511210 registration: Ensure your business is correctly classified as Software Publishers under NAICS 511210. This classification is required for SBA loan applications and federal contracting. The size standard is $38.5M average annual receipts.
- Trademark and copyright (USPTO / US Copyright Office): Register your game title, logo, and key character names as trademarks early, once a game builds an audience, squatting becomes a real risk. Copyright on code and creative assets is automatic at creation, but registration ($65) is needed before you can sue for statutory damages.
- Children's Online Privacy Protection Act (COPPA): If your game targets children under 13 or collects any data from minor users, COPPA compliance is legally mandatory. This includes account registration flows, analytics, and advertising.
United Kingdom
- Company registration (Companies House): £50 online; 24-48 hours. A private limited company (Ltd) is standard and required for UK Games Fund grant applications. It separates personal and business liability and makes equity investment straightforward.
- PEGI rating (Pan-European Games Information / Games Rating Authority): PEGI is the single age-rating system for video games in the UK, administered by the Games Rating Authority (Video Standards Council). Physical retail requires a PEGI label; it is illegal to sell a PEGI 12, 16, or 18-rated game to someone below that age. Budget £500-£3,000 and 2-4 weeks for rating. Digital-only releases are exempt from mandatory retail labelling but still benefit from PEGI for platform store compliance and parental awareness.
- Online Safety Act compliance (Ofcom): From 2025, games with user-to-user features, multiplayer chat, user-generated content, livestreaming, virtual reality social spaces, must comply with the Online Safety Act administered by Ofcom. This requires safety risk assessments, moderation systems, and reporting mechanisms. Failure to comply can result in significant fines.
- UK Games Fund application: Entry Track (up to £20,000), Emergent Track (up to £100,000), Expansion Track (up to £250,000). £28.5M government commitment for 2025-26. Applications are assessed on creative merit, commercial viability, and whether the project advances UK games development capability. A strong business plan with credible unit economics is a prerequisite.
- GDPR / UK GDPR (data protection): If your game collects any player data, analytics, accounts, achievements, crash reports, you must comply with UK GDPR. This means a Privacy Policy, a lawful basis for data processing, and a Data Protection Officer if processing personal data at scale. Register with the ICO (£40-£60/year for small businesses).
Additional Jurisdictions
Canada offers the Canadian Media Fund's Interactive Digital Media stream and provincial programmes: Ontario Creates (up to CAD $200,000 per project) and BC Creates (up to CAD $150,000). Studios must have a majority of Canadian team members to qualify. Klei Entertainment (Vancouver) is the canonical example of a Canadian indie studio building globally successful IP.
Australia has Screen Australia's Games: Expansion Pack fund, providing up to AUD $150,000 per project. The Interactive Games and Entertainment Association (IGEA) provides further advocacy and industry support. Australia is an increasingly active games development region, with studios like Defiant Development, League of Geeks, and Witch Beam building internationally recognised titles.
Six Mistakes That Kill Early Video Game Studios
These are the patterns we see most often when reviewing business plans from founders who have already spent money and hit problems. They are fixable at the planning stage; they are expensive to fix post-launch.
1. Underestimating development time, then running out of money
Most indie games take 2-3 times longer to develop than founders initially plan. A game scoped for 12 months typically ships in 18-24 months. Studios that budget only 3 months of working capital beyond their projected launch date almost always run into cash flow problems. Plan for at least two full milestone slippages in your financial model and present that conservatively, investors and lenders respect founders who show they understand execution risk.
2. Launching on Steam without a wishlist strategy
Steam's discovery algorithm primarily surfaces games to players who have already wishlisted them. Games that launch with fewer than 7,000-10,000 wishlists typically see fewer than 500 day-one sales. The most cost-effective way to build a wishlist is participating in Steam Next Fest with a playable demo, studios regularly see 5,000-30,000 wishlists added in a single week during Next Fest. This must be in your marketing plan, with a timeline, not an afterthought.
3. Skipping IP assignment agreements with contributors
If a freelancer creates art, writes music, or writes code for your game and does not sign a written IP assignment agreement, they may have a claim to co-ownership of the work product under both US copyright law and UK copyright law. This is the most common legal dispute in the indie games space. Fix it before any contractor produces a single asset.
4. Pricing too low
A $4.99 price point signals a low-quality, disposable experience to most PC players. It also means you need to sell 4x as many copies to reach the same revenue as a $19.99 title, and there's no evidence that $4.99 games sell 4x more copies than $19.99 equivalents. The $9.99-$24.99 range is the indie sweet spot for $50K-$500K dev-budget games. Stardew Valley launched at $14.99; Hollow Knight launched at $14.99; Hades launched at $24.99 in early access. Price for the quality of what you've built.
5. Skipping ESRB / PEGI rating and losing retail and console access
If your go-to-market plan includes any physical retail, any console store, or any major North American digital retailer, you need an ESRB or PEGI rating. The costs are not prohibitive ($800-$5,000 in the US; £500-£3,000 in the UK) and the timeline is manageable (2-6 weeks). Studios that skip this and then want to pursue a console port discover it retroactively blocks their entire retail distribution strategy.
6. Building the game before validating the audience
Larian Studios spent 4 years building a community around Early Access gameplay before shipping Baldur's Gate 3 as a full release. ConcernedApe spent 4 years posting devlogs and building an audience around Stardew Valley before launch. In both cases, the Day 1 audience was already built. Studios that build games in silence and then launch with no audience typically see the game disappear from Steam's front page within 48 hours. Community building, Discord, devlogs, social media, Steam page creation, should start 12-18 months before launch. Put a community build-up timeline in your operations plan.
How a 3-Person Studio in Bristol Secured £85,000 to Build and Launch Their First Indie Title
A founding team of three, a former AAA programmer, a freelance artist, and a composer, came to Avvale with a prototype 2D puzzle-platformer and a UK Games Fund application in progress. They had strong creative credentials but no business plan and no structured financial model.
Avvale built a full bespoke plan that covered three areas the grant assessors had flagged as weak: a credible unit-economics model showing break-even at 12,500 Steam sales (justified by the game's wishlisting trajectory), a detailed PEGI compliance and Online Safety Act assessment, and a 5-year financial forecast showing a path to a second title financed entirely from the first game's back-catalog revenue.
The application was successful. The team received a £20,000 Entry Track grant from the UK Games Fund and subsequently raised £65,000 from a Bristol-based technology angel investor, enough to cover 18 months of development, a Steam marketing push, and the PEGI rating process. They shipped with 47,000 wishlisted copies and hit break-even within 14 months of launch.
Composite based on real Avvale client outcomes. Name and identifying details changed for confidentiality.
Read more case studies →Sample Business Plan Preview: Thornfield Games Ltd
Here is an extract from a video game company business plan written by our team, so you can see exactly what the finished document contains:
Thornfield Games Ltd, Independent Game Developer, Edinburgh
Thornfield Games Ltd is a three-person independent video game studio registered in Edinburgh, Scotland, developing a debut premium title codenamed Ashfall, a hand-drawn survival strategy game for PC (Steam, Epic Games Store) and Nintendo Switch. The game targets the 18-35 male audience currently served by Klei Entertainment's Don't Starve and Playdead's Inside, a segment accounting for an estimated $620 million in annual spending on the Steam platform.
The studio has been in development for nine months and holds a playable vertical slice of approximately 35 minutes of core gameplay. The Steam wishlist count as of Q2 2026 stands at 18,400, built through a Steam Next Fest demo campaign and a 6,200-member Discord community. Thornfield is seeking a total of £85,000: £20,000 from the UK Games Fund Entry Track (currently under assessment) and £65,000 in angel investment to fund the remaining 14 months of development, a professional trailer, and a PEGI rating submission. Projected Year 1 net revenue (post-Steam fee) at a launch price of £15.99 and 28,000 units sold is £280,000, with break-even at 12,500 units. The studio holds full IP ownership of all game assets...
What's in the Video Game Company Business Plan Template
Every Avvale business plan template is pre-structured for the specific industry. The video game company version includes these sections, each with guidance notes explaining what lenders, investors, and grant assessors expect to see:
- Executive Summary: Your studio and game concept in 400-600 words, the single most read section by any investor or grant assessor. Includes funding ask, use of funds, and projected return.
- Company Overview: Legal structure, ownership, location, founding team bios, IP ownership summary, and registered company details.
- Industry & Market Analysis: Global gaming market data, indie segment growth, platform landscape, comparable title performance, and addressable audience sizing.
- Game Concept & Product Description: Genre, platform, art style, core gameplay loop, USP versus comparable titles, development stage, and target release date.
- Target Audience & Customer Analysis: Player demographics, platform preferences, spending behaviour, comparable game audiences, and community-building strategy.
- Go-to-Market Strategy: Platform selection rationale, wishlisting campaign plan, Steam Next Fest participation, PR and media outreach, social media and Discord, launch window strategy, and post-launch DLC roadmap.
- Operations Plan: Development pipeline (milestones, sprints, builds), tool stack and licences, team structure, contractor agreements, and ESRB/PEGI submission timeline.
- Management Team: Founder CVs, relevant shipped titles or prior work, advisory board, and planned key hires.
- Risk Analysis: Development timeline risk, market reception risk, platform policy risk, IP ownership risk, and mitigation strategies for each.
The optional Financial Forecast add-on (included in our $300/£250 and $1,000/£800 packages) delivers a 5-year Excel model with unit-economics projections (by platform, price point, and sales scenario), income statement, cash flow, balance sheet, break-even analysis, and SBA/grant-compliant financial assumptions. The model is built specifically for the video game business model, not a generic financial template repurposed for a different industry.
See also: Avvale's business plan writing service and our market research and content package for studios that want the narrative written for them.
Frequently Asked Questions
How much does it cost to start a video game company?
How do video game companies make money?
Do I need an ESRB or PEGI rating for my video game?
Can I get a grant or loan to start a video game company in the UK?
How do I get my video game on Steam?
What business structure should a video game company use?
What NAICS code does a video game company use for SBA loans?
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