Game Development Process

7 min. read

Making games is a complex process, with different aspects of Agile Scrum and Waterfall coming together. Game production is not a mathematical formula, each game is different, teams are different, heck, times are different, looking at you 2020!

Introduction

The purpose of this article is to (try) summarize the Game production lifecycle, or, Game Development Life Cycle (GDLC).

Depending on the game you are making, you might follow a different pipeline.

For example, a hyper casual mobile game is different to MMOFPS Game-as-a-Service.

But, applying the same process to small games, will help prepare you for bigger projects.

People

Let’s use the Agile Principles here. People over Process over Tools. The people you have on your team will make the difference between completing the game, or ending up in the landfill of failed projects.

Roles and responsibilities

Producer

Internal Producer - Works for the Developer, manages the development team, schedules, reports progress, hires and assigns staff
External Producer - Works for the Publisher oversees developer progress and budget

Publisher

http://en.wikipedia.org/wiki/Video_game_publisher

Development Team

Designer

Designs gameplay, conceiving and designing the rules and structure of a game. Writes narrative, dialogue, commentary, cutscene, journals, etc…

Artist

2D Artists - produce concept art, sprites, textures, environmental backdrops and user interface.
3D Artist - produce models/meshes, animations, 3D terrains and cinematics.

Programmer

Physics Programmer - game engine, collisions, object movment, etc
AI Programmer - scripting planning rule-based decisions
Graphics - managing graphical content utilization and memory considerations
Sounds - Integration of music, speech, effects
Gameplay - (Generalist) implement various games rules and features
Scripting - High level command system
UI - user interface elements, menus, HUDs, help and feedback
Input Processing - processing and compatibility of various input devices, keyboard, mouse, gamepag, touch, etc…
Network - data management for local and internet gameplay
Game Tools - production tools for designers and scripters

Level Designer

Creates levels with level editors

Sound Engineer

Sound effects, sound positioning and voice

Tester

QA, quality control, highly technical field, requiring computing expertise and analytic competence.

Production Phases

Pre-Production

Define what the game is
Time and Cost Estimations
People and Resources

Process

Concept or Idea

What are you making?

Plan

GDD, vision, contents, Production Plan
Games change, some studies have started using the Macro Design Document

Macro Design Document (Mark Cerny)
1 - 2 Page plan
https://www.youtube.com/watch?v=6feTiNH17ng
https://www.docdroid.net/3rpQnGS/macrodesigndocumentgamejamtemplate-2-docx

A plan should at least include:

Game Concept (Idea)
Core Game Mechanics
Gameplay Features
Gameplay Breakdown
Project Scope Breakdown

Prototypes

Prototypes are meant to test the ideas in the pre-production phase.
Prototyping is creation a rough functional test of your game mechanics
Game and Art assets are unnecessary
The key to success in game development is to prototype a lot and often
Fail-fast-fail-often

Prototyping is extremely important when:

You are new to game development
Testing a new tool/process
Testing a new mechanics or feature
Developing a game/mechanics/feature you are unfamiliar with

The goal of prototyping is to:

Finding limitations in your own abilities or those of the team
Set and establish a realistic planned timeline
Finding the fun in your core gameplay mechanics.

Production

Main and longest phase
Hiring happens here
Creativity vs Time management

Main Categories
Vertical Slice
Pre-Alpha
Alpha
Beta
Gold

Vertical Slice

Pre-Alpha

Main content creation

Alpha

Feature Complete
Main testing

Beta

Content Complete
Fixing Bug

Gold

Publisher test build, if ready, release to public

Post-Production

Maintenance, Patches
DLC

Postmortem

Like Retrospective in Agile Scrum, what worked, and did not work well

Closing Kit

Compilation of:
Design Documents
Code
Final Game Assets

Development Process

Development Process

The development process should be a guide and not a strict policy. Games, teams and projects are all different, for example, creating a 50 page GDD for Flappy Bird is a bit overkill, not having a GDD for something like Destiny, is highly unlikely and planning to fail.

Hyper Casuals games for example, is much more about fun, fun is a hard beast to find, and determining if an interactive game is fun, is something that can only be done with iterations.

Pre-production/Design Phase

High Concept
Few sentences long description of game
Pitch, concept, proposal
Short summary document intended to present the game’s selling points and detail why the game would be profitable to develop.
Concept
http://en.wikipedia.org/wiki/Computer_and_video_game_genres
Game Design Document
Prototype
Production
Design
Programming
Level Creation
Art Production
Audio Production
Testing
Milestones
First Playable
Alpha
Code Freeze
Beta
Code Release
Gold Master
Crunch Time
Post Production
Maintenance

Marketing

Alternative cycle:
Idea and Story
Conceptualize and Design
Technical Analysis
Development
Testing
Deployment

Pre-production/Design Phase

  1. Iterate Fast! Fits with the fail-fast principles

High Concept

Few sentences long description of game

Pitch, concept, proposal

Short summary document intended to present the game’s selling points and detail why the game would be profitable to develop.

Concept

http://en.wikipedia.org/wiki/Computer_and_video_game_genres

Game Design Document

Prototype

Production

Design

Programming

Level Creation

Art Production

Depending on the target platform, your art production might be different.

Vector Graphics

SVG -> Automation -> Target Device/DPI/Resolution Atlas

Character Creation

Concept
Character Templates

Animation Template
Integration

Weapon Creation

Prop Creation

Environment Creation

GUI Creation

Audio Production

Testing

Milestones

First Playable

Alpha

Code Freeze

Beta

Code Release

Gold Master

Crunch Time

Post Production

Maintenance

Marketing

https://howtomarketagame.com/

References

http://en.wikipedia.org/wiki/Video_game_development
https://en.wikipedia.org/wiki/ITIL
https://sites.google.com/site/itilingames/limitations-of-itil-for-games-development
https://en.wikipedia.org/wiki/Scrum_(software_development)
http://www.bcs.org/content/conWebDoc/13889
Hearthstone: 10 Bits Of Design Wisdom
http://en.wikipedia.org/wiki/Video_game_development
https://en.wikipedia.org/wiki/ITIL
https://sites.google.com/site/itilingames/limitations-of-itil-for-games-development
https://en.wikipedia.org/wiki/Scrum_(software_development)
http://www.bcs.org/content/conWebDoc/13889

AAA Production Pipelines for Indie Teams

How Video Games Are Made Step By Step-Video game production pipeline-Game Dev Republic

The Art of Pre-Production