Game development
Encyclopedia
Game development is the software development
Software development
Software development is the development of a software product...

 process by which a video game is developed. Development is undertaken by a game developer
Video game developer
A video game developer is a software developer that creates video games. A developer may specialize in a certain video game console, such as Nintendo's Wii, Microsoft's Xbox 360, Sony's PlayStation 3, or may develop for a variety of systems, including personal computers.Most developers also...

, which may range from a single person to a large business. Mainstream games are normally funded by a publisher
Video game publisher
A video game publisher is a company that publishes video games that they have either developed internally or have had developed by a video game developer....

 and take several years to develop. Indie games can take less time and can be produced cheaply by individuals and small developers. The indie game industry has seen a rise in recent years with the growth of new online distribution systems and the mobile game market.

The first video games were developed in 1960s, but required mainframe computers and were not available to general public. Commercial game development began in 1970s with the advent of first generation video game consoles and home computers. Due to low costs and low capabilities of computers, a lone programmer
Game programmer
A game programmer is a software engineer, programmer, or computer scientist who primarily develops codebase for video games or related software, such as game development tools. Game programming has many specialized disciplines all of which fall under the umbrella term of "game programmer"...

 could develop a full game. However, approaching the 21st century, ever-increasing computer processing power and heightened consumer expectations made it impossible for a single developer to produce a mainstream game. The average price of game production slowly rose from US$
United States dollar
The United States dollar , also referred to as the American dollar, is the official currency of the United States of America. It is divided into 100 smaller units called cents or pennies....

1M–4M in 2000 to over 5M in 2006 to over 20M in 2010.

Mainstream games are generally developed in phases. First, in pre-production, pitches, prototypes, and game design documents are written. If the idea is approved and the developer receives funding, a full-scale development begins. This usually involves a 20–100 man team of various responsibilities, such as designers, artists, programmers, testers, etc. The games go through development, alpha, and beta stages until finally being released. Modern games are advertised, marketed, and showcased at trade show demos. Even so, many games do not turn a profit.

Overview

Game development is the software development
Software development
Software development is the development of a software product...

 process by which a video game is produced. Games are developed as a creative outlet and to generate profit. Development is normally funded by a publisher
Video game publisher
A video game publisher is a company that publishes video games that they have either developed internally or have had developed by a video game developer....

. Well-made games bring profit more readily. However, it is important to estimate a game's financial requirements, such as development costs of individual features. Often game projects developed with "heart and soul" turn no profit. Failing to provide clear implications of game's expectations may result in exceeding allocated budget. In fact, the majority of commercial games do not produce profit. Developers such as BioWare
BioWare
BioWare is a Canadian video game developer founded in February 1995 by newly graduated medical doctors Ray Muzyka, Greg Zeschuk, and Augustine Yip. BioWare is currently owned by American company Electronic Arts...

, Blizzard Entertainment
Blizzard Entertainment
Blizzard Entertainment, Inc. is an American video game developer and publisher founded on February 8, 1991 under the name Silicon & Synapse by three graduates of UCLA, Michael Morhaime, Allen Adham and Frank Pearce and currently owned by French company Activision Blizzard...

, and id Software
Id Software
Id Software is an American video game development company with its headquarters in Richardson, Texas. The company was founded in 1991 by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack...

 are renowned for releasing quality games on completion, rather than being constrained by financial limitations. However, most developers cannot afford changing development schedule and require estimating their capabilities with available resources before production.

The game industry requires innovations, as publishers cannot profit from constant release of sequels and imitations. Every year new independent development companies open and some manage to develop hit titles. Similarly, many developers close down because they cannot find a publishing contract or their production is not profitable. It is difficult to start a new company due to high initial investment required. Nevertheless, growth of casual and mobile game market has allowed developers with smaller teams to enter the market. Once the companies become financially stable, they may expand to develop larger games. Most developers start small and gradually expand their business. A developer receiving profit from a successful title may store up a capital to expand and re-factor their company, as well as tolerate more failed deadlines.

An average development budget for a multiplatform game is US$
United States dollar
The United States dollar , also referred to as the American dollar, is the official currency of the United States of America. It is divided into 100 smaller units called cents or pennies....

18-28M, with high-profile games often exceeding more than $40M.

In the early era of home computer
Home computer
Home computers were a class of microcomputers entering the market in 1977, and becoming increasingly common during the 1980s. They were marketed to consumers as affordable and accessible computers that, for the first time, were intended for the use of a single nontechnical user...

s and video game consoles in the early 1980s, a single programmer
Game programmer
A game programmer is a software engineer, programmer, or computer scientist who primarily develops codebase for video games or related software, such as game development tools. Game programming has many specialized disciplines all of which fall under the umbrella term of "game programmer"...

 could handle almost all the tasks of developing a game — programming, graphical design, sound effects, etc. It could take as little as six weeks to develop a game. However, the high user expectations and requirements of modern commercial games far exceed the capabilities of a single developer and require the splitting of responsibilities. A team of over a hundred people can be employed full-time for a single project.

Game development, production, or design is a process that starts from an idea or concept. Often the idea is based on a modification of an existing game concept. The game idea may fall within one or several genres. Designers often experiment with different combinations of genres. Game designer usually produces initial game proposal document, that contains the concept, gameplay, feature list, setting and story, target audience, requirements and schedule, staff and budget estimates. Different companies have different formal procedures and philosophies regarding game design and development. There is no standardized development method; however commonalities exist.
Game development is undertaken by a game developer
Video game developer
A video game developer is a software developer that creates video games. A developer may specialize in a certain video game console, such as Nintendo's Wii, Microsoft's Xbox 360, Sony's PlayStation 3, or may develop for a variety of systems, including personal computers.Most developers also...

—ranging from an individual to a large company. There can be independent or publisher-owned studios. Independent developers rely on financial support from a game publisher
Video game publisher
A video game publisher is a company that publishes video games that they have either developed internally or have had developed by a video game developer....

s. They usually have to develop a game from concept to prototype without external funding. The formal game proposal is then submitted to publishers, who may finance the game development from several months to years. The publisher would retain exclusive rights to distribute and market the game and would often own the intellectual property for the game franchise. Publisher's company may also own the developer's company, or it may have internal development studio(s). Generally the publisher is the one who owns the game's intellectual property
Intellectual property
Intellectual property is a term referring to a number of distinct types of creations of the mind for which a set of exclusive rights are recognized—and the corresponding fields of law...

.

All but the smallest developer companies work on several titles at once. This is necessary because of the time taken between shipping a game and receiving royalty payments, which may be between 6 to 18 months. Small companies may structure contracts, ask for advances on royalties, use shareware distribution, employ part-time workers and use other methods to meet payroll demands.

Console manufacturer
Console manufacturer
A console manufacturer is a company that manufactures and distributes video game consoles. It is also known as a first-party video game publisher...

s, such as Microsoft
Microsoft
Microsoft Corporation is an American public multinational corporation headquartered in Redmond, Washington, USA that develops, manufactures, licenses, and supports a wide range of products and services predominantly related to computing through its various product divisions...

, Nintendo
Nintendo
is a multinational corporation located in Kyoto, Japan. Founded on September 23, 1889 by Fusajiro Yamauchi, it produced handmade hanafuda cards. By 1963, the company had tried several small niche businesses, such as a cab company and a love hotel....

, or Sony
Sony
, commonly referred to as Sony, is a Japanese multinational conglomerate corporation headquartered in Minato, Tokyo, Japan and the world's fifth largest media conglomerate measured by revenues....

, have a standard set of technical requirements that a game must confirm to in order to be approved. Additionally, the game concept must be approved by the manufacturer, who may refuse to approve certain titles.

Most modern games take from one to three years to complete. The length of development is influenced by a number of factors, such as genre
Computer and video game genres
Video game genres are used to categorize video games based on their gameplay interaction rather than visual or narrative differences. A video game genre is defined by a set of gameplay challenges. They are classified independent of their setting or game-world content, unlike other works of fiction...

, scale, development platform and amount of assets.

Some games can take much longer than the average time frame to complete. An infamous example is 3D Realms
3D Realms
3D Realms is a current video game publisher and former video game developer based in Garland, Texas, United States, established in 1987...

' Duke Nukem Forever
Duke Nukem Forever
Duke Nukem Forever is a 2011 first-person shooter video game for Microsoft Windows, Mac OS X, PlayStation 3 and Xbox 360 developed by 3D Realms and Triptych Games and finished by Gearbox Software and Piranha Games...

, announced to be in production in April 1997 and released fourteen years later in June 2011.http://www.pcgamer.com/2011/03/24/duke-nukem-forever-release-date-disparity-demystified/ Planning for Maxis' game Spore
Spore (2008 video game)
Spore is a multi-genre single-player god game developed by Maxis and designed by Will Wright. The game was released for the Microsoft Windows and Macintosh operating systems in September 2008 as Spore...

began in late 1999 and was released nine years later in September 2008. The game Prey
Prey (video game)
Prey is a first-person shooter video game developed by Human Head Studios , and published by 2K Games. The Xbox 360 version was ported by Venom Games. The game was initially released in North America and Europe on 11 July 2006...

was briefly profiled in a 1997 issue of PC Gamer, but was not released until 2006, and only then in highly altered form.

The game revenue from retails is divided among the parties along the distribution chain, such as — developer, publisher, retail, manufacturer and console royalty. Many developers fail to profit from this and go bankrupt. Some developers seek alternative economic models through Internet marketing and distribution channels to improve returns.

History

The history of game making begins with the development of the first video game
First video game
There are numerous debates over who created the first video game, with the answer depending largely on how video games are defined. The evolution of video games represents a tangled web of several different industries, including scientific, computer, arcade, and consumer electronics.The "video" in...

s, although which video game is the first depends on the definition of video game. The first games created had little entertainment value, and their development focus was separate from user experience—in fact, these games required mainframe computers to play them. OXO
OXO
OXO was a computer game written for the EDSAC computer in 1952, an implementation of the game known as Noughts and Crosses in the UK, or tic-tac-toe in the United States. It was written by Alexander S. Douglas as an illustration for his Ph.D. thesis on human-computer interaction for the University...

, written by Alexander S. Douglas in 1952, was the first computer game to use a digital display. In 1958, a game called Tennis for Two
Tennis for Two
Tennis for Two was a game developed in 1958 on an analog computer, which simulates a game of tennis or ping pong on an oscilloscope. Created by American physicist William Higinbotham, it is important in the history of video games as one of the first electronic games to use a graphical...

, which displayed its output on an oscilloscope, was made by Willy Higinbotham, a physicist working at the Brookhaven National Laboratory
Brookhaven National Laboratory
Brookhaven National Laboratory , is a United States national laboratory located in Upton, New York on Long Island, and was formally established in 1947 at the site of Camp Upton, a former U.S. Army base...

. In 1961, a mainframe computer game called Spacewar! was developed by a group of Massachusetts Institute of Technology
Massachusetts Institute of Technology
The Massachusetts Institute of Technology is a private research university located in Cambridge, Massachusetts. MIT has five schools and one college, containing a total of 32 academic departments, with a strong emphasis on scientific and technological education and research.Founded in 1861 in...

 students led by Steve Russell
Steve Russell
Steve "Slug" Russell is a programmer and computer scientist most famous for creating Spacewar!, one of the earliest videogames, in 1961 with the fellow members of the Tech Model Railroad Club at MIT working on a DEC Digital PDP-1...

.

The developers of many early games, such as Zork
Zork
Zork was one of the first interactive fiction computer games and an early descendant of Colossal Cave Adventure. The first version of Zork was written in 1977–1979 on a DEC PDP-10 computer by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling, and implemented in the MDL programming language...

, Baseball
Baseball (computer game)
Baseball was one of the first-ever baseball computer games, and was created on a PDP-10 mainframe computer at Pomona College in 1971 by student Don Daglow. The game continued to be enhanced periodically through 1976...

, Air Warrior
Air Warrior
Air Warrior was an early multiplayer on-line air-combat simulator. A player is able to fly a simulated World War II aircraft, fighting with and against other players, each flying his own simulated aircraft. It was introduced in 1986 by Kelton Flinn and his company Kesmai. At this time the internet...

and Adventure
Colossal Cave Adventure
Colossal Cave Adventure gave its name to the computer adventure game genre . It was originally designed by Will Crowther, a programmer and caving enthusiast who based the layout on part of the Mammoth Cave system in Kentucky...

, later transitioned their work as products of the early video game industry.

True commercial design and development of games began when first generation consoles
History of video game consoles (first generation)
The first generation of video game consoles lasted from 1972, with the release of the Magnavox Odyssey, until 1977, when "pong"-style console manufacturers left the market en masse due to the introduction and success of microprocessor-based consoles....

 were marketed in 1970s. In 1972, the first home console system was released called Magnavox Odyssey
Magnavox Odyssey
The Magnavox Odyssey is the world's first home video game console. It was first demonstrated on May 24, 1972 and released in August of that year, predating the Atari Pong home consoles by three years....

, developed by Ralph H. Baer
Ralph H. Baer
Ralph H. Baer is a German-born American video game pioneer, inventor, engineer, known as "The Father of Video Games", who is noted for his many contributions to games and the video game industry...

. Programmers worked within the big companies to produce games for these devices. The industry did not see huge innovation in game design and large number of consoles had very similar games. At the same time home computers appeared on the market and individual programmers and hobbyist could develop games. This allowed hardware manufacturer and software manufacturers to act separately. A very large amount of games could be produced by single individuals, as games were easy to make because graphical and memory limitation did not allow for much content. Larger companies developed, who focused selected teams to work on a title. Similarly, console manufacturers started to produce consoles that were able to play independently developed games.

With the ever-increasing processing and graphical capabilities of computers and console products, along with an increase in user expectations, game design moved beyond the scope of a single developer to produce a marketable game in a reasonable time. This sparked the beginning of team-based development.

In broad terms, in 1980s pre-production involved sketches and test routines of the only developer. In 1990s pre-production consisted of by large game art previews. In early 2000s pre-production usually produced a playable demo
First playable demo
A first playable demo is the first version of a video game that is playable outside of the video game development environment. In the game design process, it is a significant milestone. It is the first point at which a game has demonstrable gameplay. Often at this phase, the demo will be shown...

.

In 2000 a 12 to 36 month development project was funded by a publisher for US$
United States dollar
The United States dollar , also referred to as the American dollar, is the official currency of the United States of America. It is divided into 100 smaller units called cents or pennies....

1M-3M. Additionally, $250k-1.5M were spent on marketing and sales development.

In 2001 over 3000 games were released for PC; and from about 100 games turning profit only about 50 made significant profit.

In early 2000s it became increasingly common to use middleware game engines, such as, Quake engine
Quake engine
The Quake engine is the game engine that was written to power 1996's Quake, written by id Software. It featured true 3D real-time rendering and is now licensed under the terms of the GNU General Public License ....

 or Unreal engine
Unreal Engine
The Unreal Engine is a game engine developed by Epic Games, first illustrated in the 1998 first-person shooter game Unreal. Although primarily developed for first-person shooters, it has been successfully used in a variety of other genres, including stealth, MMORPGs and RPGs...

.

In 2005 a mainstream console video game cost from US$
United States dollar
The United States dollar , also referred to as the American dollar, is the official currency of the United States of America. It is divided into 100 smaller units called cents or pennies....

3M to $6M to develop. Some games cost as much as $20M to develop.

In 2006 the profit from a console game sold at retail was divided among parties of distribution chain as follows: developer (13%), publisher (32%), retail (32%), manufacturer (5%), console royalty (18%). In 2008 a developer would retain around 17% of retail price and around 85% if sold online.

The game industry has constantly increased and expanded. The industry revenue has increased at least fivefold since the 1990s. In 2007 the software portion of video game revenue was $9.5 billion, exceeding that of movies industry.

In 2009 games market annual value is estimated between $7–30 billion, depending on which sales figures are included. This is on par with films box office market. A publisher would typically fund an independent developer for $500k-$5M for a development of a title.

In the past several years, many developers opened and many closed down. Each year a number of developers are acquired by larger companies or merge with existing companies. For example, in 2007 Blizzard Entertainment
Blizzard Entertainment
Blizzard Entertainment, Inc. is an American video game developer and publisher founded on February 8, 1991 under the name Silicon & Synapse by three graduates of UCLA, Michael Morhaime, Allen Adham and Frank Pearce and currently owned by French company Activision Blizzard...

's parent company, Vivendi Games
Vivendi Games
Vivendi Games, formerly known as Vivendi Universal Games, was the holdings company for Sierra Entertainment and Blizzard Entertainment. Vivendi Games was founded as Vivendi Universal Games after Vivendi bought Universal Studios in the early 2000s...

 merged with Activision
Activision
Activision is an American publisher, majority owned by French conglomerate Vivendi SA. Its current CEO is Robert Kotick. It was founded on October 1, 1979 and was the world's first independent developer and distributor of video games for gaming consoles...

. In 2008 Electronic Arts
Electronic Arts
Electronic Arts, Inc. is a major American developer, marketer, publisher and distributor of video games. Founded and incorporated on May 28, 1982 by Trip Hawkins, the company was a pioneer of the early home computer games industry and was notable for promoting the designers and programmers...

 nearly acquired Take-Two Interactive
Take-Two Interactive
Take-Two Interactive Software, Inc. is a major American publisher, developer, and distributor of video games and video game peripherals. Take-Two wholly owns 2K Games and Rockstar Games. The company's headquarters are in New York City, with international headquarters in Windsor, United Kingdom...

. In 2009 Midway Games
Midway Games
Midway Games, Inc. is an American company that was formerly a major video game publisher. Following a bankruptcy filing in 2009, it is no longer active and is in the process of liquidating all of its assets. Midway's titles included Mortal Kombat, Ms.Pac-Man, Spy Hunter, Tron, Rampage, the...

 was acquired by Time-Warner and Eidos merged with Square Enix
Square Enix
is a Japanese video game and publishing company best known for its console role-playing game franchises, which include the Final Fantasy series, the Dragon Quest series, and the action-RPG Kingdom Hearts series...

.

Producer

Development is overseen by internal and external producers. The producer working for the developer is known as the internal producer and manages the development team, schedules, reports progress, hires and assigns staff, and so on. The producer working for the publisher is known as the external producer and oversees developer progress and budget. Producer's responsibilities include PR
Public relations
Public relations is the actions of a corporation, store, government, individual, etc., in promoting goodwill between itself and the public, the community, employees, customers, etc....

, contract negotiation, liaising between the staff and stakeholders, schedule and budget maintenance, quality assurance
Quality Assurance
Quality assurance, or QA for short, is the systematic monitoring and evaluation of the various aspects of a project, service or facility to maximize the probability that minimum standards of quality are being attained by the production process...

, beta test management, and localization. This role may also be referred to as project manager, project lead, or director.

Publisher

Developer and publisher are often separate companies.

Development team

Developers can range in size from small groups making casual games to housing hundreds of employees and producing several large titles. Companies divide their subtasks of game's development. Individual job titles may vary; however, roles are the same within the industry. The development team consists of several members. Some members of the team may handle more than one role; similarly more than one task may be handled by the same member. Team size can vary from 20 to 100 or more members, depending on the game's scope. The most represented are artists, followed by programmers, then designers, and finally, audio specialists, with two to three producers in management. These positions are employed full-time. Other positions, such as testers, may be employed only part-time.

A development team includes these roles or disciplines:

Designer

A game designer is a person who designs gameplay
Gameplay
Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it...

, conceiving and designing the rules and structure of a game
Game
A game is structured playing, usually undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements...

. Development teams usually have a lead designer who coordinates the work of other designers. He is the main visionary of the game. One of the roles of a designer is being a writer, often employed part-time to conceive game's narrative
Narrative
A narrative is a constructive format that describes a sequence of non-fictional or fictional events. The word derives from the Latin verb narrare, "to recount", and is related to the adjective gnarus, "knowing" or "skilled"...

, dialogue, commentary, cutscene
Cutscene
A cutscene is a sequence in a video game over which the player has no or only limited control, breaking up the gameplay and used to advance the plot, strengthen the main character's development, introduces enemy characters, and provide background information, atmosphere, dialogue, and clues...

 narrative, journals, video game packaging
Video game packaging
Video game packaging refers to the physical storage of the contents of a computer or video game, both for safekeeping and shop display. In the past, a number of materials and packaging designs were used, mostly paperboard or plastic...

 content, hint system, etc. In larger projects, there are often separate designer for various parts of the game, such as, game mechanics, user interface
User interface
The user interface, in the industrial design field of human–machine interaction, is the space where interaction between humans and machines occurs. The goal of interaction between a human and a machine at the user interface is effective operation and control of the machine, and feedback from the...

, characters
Character (arts)
A character is the representation of a person in a narrative work of art . Derived from the ancient Greek word kharaktêr , the earliest use in English, in this sense, dates from the Restoration, although it became widely used after its appearance in Tom Jones in 1749. From this, the sense of...

, dialogue
Dialogue
Dialogue is a literary and theatrical form consisting of a written or spoken conversational exchange between two or more people....

, etc.

Artist

A game artist is a visual artist
Visual arts
The visual arts are art forms that create works which are primarily visual in nature, such as ceramics, drawing, painting, sculpture, printmaking, design, crafts, and often modern visual arts and architecture...

 who creates video game art. The art production is usually overseen by an art director or art lead, making sure his vision is followed. The art director manages the art team, scheduling and coordinating within the development team.

The artist's job may be 2D
2D computer graphics
2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models and by techniques specific to them...

 oriented or 3D
3D computer graphics
3D computer graphics are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images...

 oriented. 2D artists may produce concept art, sprites, textures
Texture (visual arts)
In the visual arts, texture is the perceived surface quality of a work of art. It is an element of two-dimensional and three-dimensional design and is distinguished by its perceived visual and physical properties...

, environmental backdrops or terrain images, and user interface. 3D artists may produce models or meshes
Polygon mesh
A polygon mesh or unstructured grid is a collection of vertices, edges and faces that defines the shape of a polyhedral object in 3D computer graphics and solid modeling...

, animation, 3D environment, and cinematics. Artists sometimes occupy both roles.

Programmer

A game programmer is a software engineer
Software engineer
A software engineer is an engineer who applies the principles of software engineering to the design, development, testing, and evaluation of the software and systems that make computers or anything containing software, such as computer chips, work.- Overview :...

 who primarily develops video games or related software (such as game development tool
Game development tool
A game development tool is a specialized software application that assists or facilitates the making of a computer or video game. Some tasks handled by tools include the conversion of assets into formats required by the game, level editing and script compilation.Almost all game development tools...

s). The game's codebase
Codebase
The term codebase, or code base, is used in software development to mean the whole collection of source code used to build a particular application or component. Typically, the codebase includes only human-written source code files, and not, e.g., source code files generated by other tools or...

 development is handled by programmers. There are usually one to several lead programmer
Lead programmer
A lead programmer is a software engineer in charge of one or more software projects. Alternative titles include Development Lead, Technical Lead, Senior Software Engineer, Software Design Engineer Lead , Software Manager, or Senior Applications Developer...

s, who implement the game's starting codebase and overview future development and programmer allocation on individual modules.

Individual programming disciplines roles include:
  • Physics – the programming of the game engine
    Game engine
    A game engine is a system designed for the creation and development of video games. There are many game engines that are designed to work on video game consoles and personal computers...

    , including simulating physics, collision, object movement, etc.;
  • AI
    Game artificial intelligence
    Game artificial intelligence refers to techniques used in computer and video games to produce the illusion of intelligence in the behavior of non-player characters . The techniques used typically draw upon existing methods from the field of artificial intelligence...

     – producing computer agents using game AI techniques, such as scripting, planning, rule-based decisions, etc.
  • Graphics – the managing of graphical content utilization and memory considerations; the production of graphics engine, integration of models
    3D modeling
    In 3D computer graphics, 3D modeling is the process of developing a mathematical representation of any three-dimensional surface of object via specialized software. The product is called a 3D model...

    , textures to work along the physics engine.
  • Sound
    Sound
    Sound is a mechanical wave that is an oscillation of pressure transmitted through a solid, liquid, or gas, composed of frequencies within the range of hearing and of a level sufficiently strong to be heard, or the sensation stimulated in organs of hearing by such vibrations.-Propagation of...

     – integration of music, speech, effect sounds into the proper locations and times.
  • Gameplay
    Gameplay
    Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it...

     – implementation of various games rules and features (sometimes called a generalist);
  • Scripting – development and maintenance of high-level command system for various in-game tasks, such as AI, level editor triggers, etc.
  • UI
    User interface
    The user interface, in the industrial design field of human–machine interaction, is the space where interaction between humans and machines occurs. The goal of interaction between a human and a machine at the user interface is effective operation and control of the machine, and feedback from the...

     – production of user interface elements, like option menus, HUDs
    HUD (video gaming)
    In video gaming, the HUD is the method by which information is visually relayed to the player as part of a game's user interface...

    , help and feedback systems, etc.
  • Input processing – processing and compatibility correlation of various input devices, such as keyboard, mouse, gamepad, etc.
  • Network communications – the managing of data inputs and outputs for local and internet gameplay.
  • Game tools
    Game development tool
    A game development tool is a specialized software application that assists or facilitates the making of a computer or video game. Some tasks handled by tools include the conversion of assets into formats required by the game, level editing and script compilation.Almost all game development tools...

     – the production of tools to accompany the development of the game, especially for designers and scripters.

Level designer

A level designer is a person who creates level
Level (computer and video games)
A level, map, area, or world in a video game is the total space available to the player during the course of completing a discrete objective...

s, challenges or missions for computer and/or video games using a specific set of program
Computer program
A computer program is a sequence of instructions written to perform a specified task with a computer. A computer requires programs to function, typically executing the program's instructions in a central processor. The program has an executable form that the computer can use directly to execute...

s. These programs may be commonly available commercial 3D
3D computer graphics
3D computer graphics are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images...

 or 2D
2D computer graphics
2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models and by techniques specific to them...

 design programs, or specially designed and tailored level editor
Level editor
A level editor is a software tool used to design levels, maps, campaigns, etc and virtual worlds for a video game. In some cases the creator of a video game releases an official level editor for a game, but other times the community of fans step in to fill the void...

s made for a specific game.

Level designers work with both incomplete and complete versions of the game. Game programmers usually produce level editors and design tools for the designers to use. This eliminates the need for designers to access or modify game code. Level editors may involve custom high-level
High-level programming language
A high-level programming language is a programming language with strong abstraction from the details of the computer. In comparison to low-level programming languages, it may use natural language elements, be easier to use, or be from the specification of the program, making the process of...

 scripting language
Scripting language
A scripting language, script language, or extension language is a programming language that allows control of one or more applications. "Scripts" are distinct from the core code of the application, as they are usually written in a different language and are often created or at least modified by the...

s for interactive environments or AIs. As opposed to the level editing tools sometimes available to the community, level designers often work with placeholders and prototypes aiming for consistency and clear layout before required artwork is completed.

Sound engineer

Sound engineers are technical professionals responsible for sound effect
Sound effect
For the album by The Jam, see Sound Affects.Sound effects or audio effects are artificially created or enhanced sounds, or sound processes used to emphasize artistic or other content of films, television shows, live performance, animation, video games, music, or other media...

s and sound positioning. They sometimes oversee voice acting
Voice acting
Voice acting is the art of providing voices for animated characters and radio and audio dramas and comedy, as well as doing voice-overs in radio and television commercials, audio dramas, dubbed foreign language films, video games, puppet shows, and amusement rides.Performers are called...

 and other sound asset creation. Composer
Composer
A composer is a person who creates music, either by musical notation or oral tradition, for interpretation and performance, or through direct manipulation of sonic material through electronic media...

s who create a game's musical score also comprise a game's sound team, though often this work is outsourced.

Tester

The quality assurance
Quality Assurance
Quality assurance, or QA for short, is the systematic monitoring and evaluation of the various aspects of a project, service or facility to maximize the probability that minimum standards of quality are being attained by the production process...

 is carried out by game testers. A game tester analyzes video games to document software defect
Software bug
A software bug is the common term used to describe an error, flaw, mistake, failure, or fault in a computer program or system that produces an incorrect or unexpected result, or causes it to behave in unintended ways. Most bugs arise from mistakes and errors made by people in either a program's...

s as part of a quality control
Quality control
Quality control, or QC for short, is a process by which entities review the quality of all factors involved in production. This approach places an emphasis on three aspects:...

. Testing is a highly technical field requiring computing
Computing
Computing is usually defined as the activity of using and improving computer hardware and software. It is the computer-specific part of information technology...

 expertise, and analytic competence.

The testers ensure that the game falls within the proposed design: it both works and is entertaining.This involves testing of all features, compatibility, localization, etc. Although, necessary throughout the whole development process, testing is expensive and is often actively utilized only towards the completion of the project.

Development process

Game development is a software development process, as a video game is software with art, audio, and gameplay. Formal software development methods are often overlooked. Games with poor development methodology are likely to run over budget and time estimates, as well as contain a large number of bugs. Planning is important for individual and group projects alike.

Overall game development is not suited for typical software life cycle methods, such as the waterfall model
Waterfall model
The waterfall model is a sequential design process, often used in software development processes, in which progress is seen as flowing steadily downwards through the phases of Conception, Initiation, Analysis, Design, Construction, Testing, Production/Implementation and Maintenance.The waterfall...

.

One method employed for game development is agile development
Agile software development
Agile software development is a group of software development methodologies based on iterative and incremental development, where requirements and solutions evolve through collaboration between self-organizing, cross-functional teams...

. It is based on iterative prototyping
Iterative design
Iterative design is a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a product or process. Based on the results of testing the most recent iteration of a design, changes and refinements are made. This process is intended to ultimately improve the...

, a subset of software prototyping
Software prototyping
*Software prototyping, refers to the activity of creating prototypes of software applications, i.e., incomplete versions of the software program being developed...

. Agile development depends on feedback and refinement of game's iterations with gradually increasing feature set. This method is effective because most projects do not start with a clear requirement outline. A popular method of agile software development is Scrum
Scrum (development)
Scrum is an iterative, incremental framework for project management often seen in agile software development, a type of software engineering....

.

Another successful method is Personal Software Process
Personal Software Process
The Personal Software Process is a structured software development process that is intended to help software engineers understand and improve their performance, by using a "disciplined, data-driven procedure"...

 (PSP) requiring additional training for staff to increase awareness of project's planning. This method is more expensive and requires commitment of team members. PSP can be extended to Team Software Process
Team Software Process
In combination with the Personal Software Process , the Team Software Process provides a defined operational process framework that is designed to help teams of managers and engineers organize projects and produce software products that range in size of sizes beyond from small projects of several...

, where the whole team is self-directing.

Game development usually involves an overlap of these methods. For example, asset creation may be done via waterfall model, because requirements and specification are clear, but gameplay design might be done using iterative prototyping.

Development of a commercial game usually includes the following stages:

Pre-production

Pre-production or design phase is a planning phase of the project focused on idea and concept development and production of initial design documents. The goal of concept development is to produce clear and easy to understand documentation, which describes all the tasks, schedules and estimates for the development team. The suite of documents produced in this phase is called production plan. This phase is usually not funded by a publisher, however good publishers may require developers to produce plans during pre-production.

The concept documentation can be separated into three stages or documents—high concept, pitch and concept; however, there is no industry standard naming convention, for example, both Bethke (2003) and Bates (2004) refer to pitch document as "game proposal", yet Moore, Novak (2010) refers to concept document as "game proposal".

The late stage of pre-production may be also be referred to as proof of concept, or technical review when more detailed game documents are produced.

Publishers have started to expect broader game proposals even featuring playable prototypes.

High concept

High concept is a few sentences long description of a game.

Pitch

A pitch, concept document,, proposal document, or game proposal is a short summary document intended to present the game's selling points and detail why the game would be profitable to develop.

Verbal pitches may be made to management within the developer company, and then presented to publishers. A written document may need to be shown to publishers before funding is approved. A game proposal may undergo one to several green-light meetings with publisher executives who determine if the game is to be developed. The presentation of the project is often given by the game designers. Demos
Game demo
A game demo is a freely distributed demonstration or preview of an upcoming or recently released video game. Demos are typically released by the game's publisher to help consumers get a feel of the game before deciding whether to buy the full version....

 may be created for the pitch; however may be unnecessary for established developers with good track records.

If the developer acts as its own publisher, or both companies are subsidiaries of a single company, then only the upper management needs to give approval.

Concept

Concept document,, game proposal, or game plan is a more detailed document than the pitch document. This includes all the information produced about the game. This includes the high concept, game's genre, gameplay description, features, setting, story, target audience, hardware platforms, estimated schedule, marketing analysis, team requirements, and risk analysis.

Before an approved design is completed, a skeleton crew of programmers and artists usually begins work. Programmers may develop quick-and-dirty
Quick-and-dirty
Quick-and-dirty is a term used in reference to anything that is an easy way to implement a workaround or "kludge". Its usage is popular among programmers, who use it to describe a crude solution or programming implementation that is imperfect, inelegant, or otherwise inadequate, but which solves or...

 prototypes showcasing one or more features that stakeholders would like to see incorporated in the final product. Artists may develop concept art and asset sketches as a springboard for developing real game assets. Producers may work part-time on the game at this point, scaling up for full time commitment as development progresses. Game producers work during pre-production is related to planning the schedule, budget and estimating tasks with the team. The producer aims to create a solid production plan so that no delays are experienced at the start of the production.

Game design document

Before a full-scale production can begin, the development team produces the first version of a game design document
Game design document
A game design document is a highly descriptive living design document of the game design for a video game. A GDD is created and edited by the developer team and it is primarily used in the video game industry to organize efforts within a developer team...

 incorporating all or most of the material from the initial pitch. The design document describes the game's concept and major gameplay elements in detail. It may also include preliminary sketches of various aspects of the game. Design document is sometimes accompanied by functional prototypes
Software prototyping
*Software prototyping, refers to the activity of creating prototypes of software applications, i.e., incomplete versions of the software program being developed...

 of some sections of the game. Design document remains a living document
Living document
A living document or dynamic document is a document which may be continually edited and updated by either a limited or unrestricted group. A simple example of a living document is an article in Wikipedia, in contrast to "dead" or "static" documents, such as an article in a single edition of the...

 throughout the development—often changed weekly or even daily.

Compiling a list of game's needs is called "requirement capture".

Prototype

Writing prototype
Software prototyping
*Software prototyping, refers to the activity of creating prototypes of software applications, i.e., incomplete versions of the software program being developed...

s of gameplay ideas and features is an important activity that allows programmers and game designers to experiment with different algorithm
Algorithm
In mathematics and computer science, an algorithm is an effective method expressed as a finite list of well-defined instructions for calculating a function. Algorithms are used for calculation, data processing, and automated reasoning...

s and usability scenarios for a game. A great deal of prototyping may take place during pre-production
Pre-production
Pre-production or In Production is the process of preparing all the elements involved in a film, play, or other performance.- In film :...

 before the design document is complete and may, in fact, help determine what features the design specifies. Prototyping may also take place during active development to test new ideas as the game emerges.

Prototypes are often meant only to act as a proof of concept
Proof of concept
A proof of concept or a proof of principle is a realization of a certain method or idea to demonstrate its feasibility, or a demonstration in principle, whose purpose is to verify that some concept or theory that has the potential of being used...

 or to test ideas, by adding, modifying or removing some of the features. Most algorithms and features debuted in a prototype may be ported
Porting
In computer science, porting is the process of adapting software so that an executable program can be created for a computing environment that is different from the one for which it was originally designed...

 to the game once they have been completed.

Often prototypes need to be developed quickly with very little time for up-front design. Therefore usually very prolific programmers are called upon to quickly code these testbed
Testbed
A testbed is a platform for experimentation of large development projects. Testbeds allow for rigorous, transparent, and replicable testing of scientific theories, computational tools, and new technologies.The term is used across many disciplines to describe a development environment that is...

 tools. RAD
Rapid application development
Rapid application development is a software development methodology that uses minimal planning in favor of rapid prototyping. The "planning" of software developed using RAD is interleaved with writing the software itself...

 tools may be used to aid in the quick development of these programs.

A successful development model is iterative prototyping
Iterative design
Iterative design is a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a product or process. Based on the results of testing the most recent iteration of a design, changes and refinements are made. This process is intended to ultimately improve the...

, where design is refined based on current progress.

Production

Production is the main stage of development, when assets and source code
Source code
In computer science, source code is text written using the format and syntax of the programming language that it is being written in. Such a language is specially designed to facilitate the work of computer programmers, who specify the actions to be performed by a computer mostly by writing source...

 for the game are produced.

Mainstream production is usually defined as the period of time when the project is fully staffed. Programmers write new source code
Source code
In computer science, source code is text written using the format and syntax of the programming language that it is being written in. Such a language is specially designed to facilitate the work of computer programmers, who specify the actions to be performed by a computer mostly by writing source...

, artists develop game assets, such as, sprites
Sprite (computer graphics)
In computer graphics, a sprite is a two-dimensional image or animation that is integrated into a larger scene...

 or 3D models. Sound engineers develop sound effects and composers develop music for the game. Level designers create levels, and writers write dialogue for cutscenes and NPCs
Non-player character
A non-player character , sometimes known as a non-person character or non-playable character, in a game is any fictional character not controlled by a player. In electronic games, this usually means a character controlled by the computer through artificial intelligence...

. Game designers continue to develop the game's design throughout production.

Design

Game design is a collaborative process of designing the content and rules of a game
Game
A game is structured playing, usually undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements...

, requiring artistic and technical competence as well as writing skills.

Programming

All the while, the game designer implements and modifies the game design to reflect the current vision of the game. Features and levels are often removed or added. The art treatment may evolve and the backstory may change. A new platform
Platform (computing)
A computing platform includes some sort of hardware architecture and a software framework , where the combination allows software, particularly application software, to run...

 may be targeted as well as a new demographic. All these changes need to be documented and dispersed to the rest of the team. Most changes occur as updates to the design document.

Level creation

From a time standpoint, the game's first level takes the longest to develop. As level designers and artists use the tools for level building, they request features and changes to the in-house tools that allow for quicker and higher quality development. Newly introduced features may cause old levels to become obsolete, so the levels developed early on may be repeatedly developed and discarded. Because of the dynamic environment of game development, the design of early levels may also change over time. It is not uncommon to spend upwards of twelve months on one level of a game developed over the course of three years. Later levels can be developed much more quickly as the feature set is more complete and the game vision is clearer and more stable.

Audio production

Game audio may be separated into three categories—sound effects, music, and voice-over.

Sound effect production is the production of sounds by either tweaking a sample to a desired effect or replicating it with real objects. Sound effects are important and impact the game's delivery.

Music may be synthesized or performed live.

There are several ways in which music is presented in a game.
  • Music may be ambient, especially for slow periods of game, where the music aims to reinforce the aesthetic mood and game setting.
  • Music may be triggered by in-game events. For example, in such games as Pac-man
    Pac-Man
    is an arcade game developed by Namco and licensed for distribution in the United States by Midway, first released in Japan on May 22, 1980. Immensely popular from its original release to the present day, Pac-Man is considered one of the classics of the medium, virtually synonymous with video games,...

     or Mario
    Mario
    is a fictional character in his video game series, created by Japanese video game designer Shigeru Miyamoto. Serving as Nintendo's mascot and the main protagonist of the series, Mario has appeared in over 200 video games since his creation...

    , player picking up power-up
    Power-up
    In computer and video games, power-ups are objects that instantly benefit or add extra abilities to the game character as a game mechanic. This is in contrast to an item, which may or may not have a benefit and can be used at a time chosen by the player...

    s trigerred respective musical scores.
  • Action music, such as chase, battle or hunting sequences is fast-paced, hard-changing score.
  • Menu music, similar to credits music, creates aural impact while relatively little action is taking place.


A game title with 20 hours of single-player gameplay may feature around 60 minutes of music.

Voice-overs and voice acting creates character gameplay interactivity. Voice acting adds personality to the game's characters.

Testing

At the end of the project quality assurance
Quality Assurance
Quality assurance, or QA for short, is the systematic monitoring and evaluation of the various aspects of a project, service or facility to maximize the probability that minimum standards of quality are being attained by the production process...

 plays a significant role. Testers start work once anything is playable. This may be one level or subset of the game software that can be used to any reasonable extent. Early on, testing a game occupies a relatively small amount of time. Testers may work on several games at once. As development draws to a close, a single game usually employs many testers full time (and often with overtime). They strive to test new features and regression test existing ones. Testing is vital for modern, complex games as single changes may lead to catastrophic consequences.

At this time features and levels are being finished at the highest rate and there is more new material to be tested than during any other time in the project. Testers need to carry out regression testing
Regression testing
Regression testing is any type of software testing that seeks to uncover new errors, or regressions, in existing functionality after changes have been made to a system, such as functional enhancements, patches or configuration changes....

 to make sure that features that have been in place for months still operate correctly. Regression testing is one of the vital tasks required for effective software development. As new features are added, subtle changes to the codebase
Codebase
The term codebase, or code base, is used in software development to mean the whole collection of source code used to build a particular application or component. Typically, the codebase includes only human-written source code files, and not, e.g., source code files generated by other tools or...

 can produce unexpected changes in different portions of the game. This task is often overlooked, for several reasons. Sometimes, when a feature is implemented and tested, it is considered "working" for the rest of the project and little attention is given to repeated testing. Also, features that are added late in development are prioritized and existing features often receive insufficient testing time. Proper regression testing is also increasingly expensive as the number of features increases and is often not scheduled correctly.

Despite the dangers of overlooking regression testing, some game developers and publishers fail to test the full feature suite of the game and ship a game with bugs. This can result in customers dissatisfaction and failure to meet sales goals. When this does happen, most developers and publishers quickly release patches
Patch (computing)
A patch is a piece of software designed to fix problems with, or update a computer program or its supporting data. This includes fixing security vulnerabilities and other bugs, and improving the usability or performance...

 that fix the bugs and make the game fully playable again.

Milestones

Commercial game development projects may be required to meet milestones set by publisher. Milestones mark major events during game development and are used to track game's progress. Such milestones may be, for example, first playable, alpha, or beta game versions. Project milestones depend on the developer schedules.

There is no industry standard for defining milestones, and such vary depending on publisher, year, or project. Some common milestones for two-year development cycle are as follows:

First playable

The first playable is the game version containing representative gameplay and assets, this is the first version with functional major gameplay elements. It is often based on the prototype created in pre-production. Alpha and first playable are sometimes used to refer to a single milestone, however large projects require first playable before feature complete alpha. First playable occurs 12 to 18 months before code release.

Alpha

Alpha is the stage when key gameplay functionality is implemented, and assets are partially finished. A game in alpha is feature complete, that is, game is playable and contains all the major features. These features may be further revised based on testing and feedback. Additional small, new features may be added, similarly planned, but unimplemented features may be dropped. Programmers focus mainly on finishing the codebase, rather than implementing additions. Alpha occurs eight to ten months before code release.

Code freeze

Code freeze is the stage when new code is no longer added to the game and only bugs are being corrected. Code freeze occurs three to four months before code release.

Beta

Beta is feature and asset complete version of the game, when only bugs are being fixed. This version contains no bugs that prevent the game from being shippable. No changes are made to the game features, assets, or code. Beta occurs two to three months before code release.

Code release

Code release is the stage when all bugs are fixed and game is ready to be shipped or submitted for console manufacturer review. This version is tested against QA test plan. First code release candidate is usually ready three to four weeks before code release.

Gold master

Gold master is the final game's build that is used as a master for production of the game.

Crunch time

Overtime
Overtime
Overtime is the amount of time someone works beyond normal working hours. Normal hours may be determined in several ways:*by custom ,*by practices of a given trade or profession,*by legislation,...

 is expected in the games industry. Particularly, crunch time or crunch mode is unpaid overtime requested by many companies to meet project deadlines and milestones that negatively affects game developers. A team missing a deadline risks the danger of having the project cancelled or employees being laid off. Although many companies are reducing the amount of crunch time, it is still prominent in smaller companies.

Many companies offer time-off, called comp time or extra paid time-off after product ships to compensate for crunch time's negative effects. Some companies offer bonuses and financial rewards for successful milestone reach. Sometimes on-site crunch meals are offered and delivered to the team during crunch time.
The International Game Developers Association
International Game Developers Association
International Game Developers Association is the professional society for over 10,000 video and computer game developers worldwide.It is incorporated in the United States as a non-profit organization....

 (IGDA) surveyed nearly 1,000 game developers in 2004 and produced a report to highlight the many problems caused by bad practice.

Post-production

After the game goes gold and ships, some developers will give team members comp time (perhaps up to a week or two) to compensate for the overtime put in to complete the game, though this compensation is not standard.

Maintenance

Once a game ships, the maintenance phase for the video game begins.

Games developed for video game console
Video game console
A video game console is an interactive entertainment computer or customized computer system that produces a video display signal which can be used with a display device to display a video game...

s have had almost no maintenance period in the past. The shipped game would forever house as many bugs and features as when released. This was the norm for consoles since all consoles had identical or nearly identical hardware. In this case, maintenance would only occur in the case of a port
Game port
The game port is a device port found on IBM PC compatible systems throughout the 1980s and 1990s. It was the traditional connector for joystick input devices until superseded by USB in the 21st century....

, sequel
Sequel
A sequel is a narrative, documental, or other work of literature, film, theatre, or music that continues the story of or expands upon issues presented in some previous work...

, or enhanced remake
Enhanced remake
A video game remake is a game closely adapted from an earlier title, usually for the purpose of modernizing a game for newer hardware and contemporary audiences. Typically, a remake shares essentially the same title, fundamental gameplay concepts, and story elements of the original game...

 that reuses a large portion of the engine and assets.

In recent times popularity of online console games has grown, and online capable video game consoles and online services such as Xbox Live
Xbox Live
Xbox Live is an online multiplayer gaming and digital media delivery service created and operated by Microsoft Corporation. It is currently the only online gaming service on consoles that charges users a fee to play multiplayer gaming. It was first made available to the Xbox system in 2002...

 for the Xbox
Xbox
The Xbox is a sixth-generation video game console manufactured by Microsoft. It was released on November 15, 2001 in North America, February 22, 2002 in Japan, and March 14, 2002 in Australia and Europe and is the predecessor to the Xbox 360. It was Microsoft's first foray into the gaming console...

 have developed. Developers can maintain their software through downloadable patches. These changes would not have been possible in the past without the widespread availability of the Internet
Internet
The Internet is a global system of interconnected computer networks that use the standard Internet protocol suite to serve billions of users worldwide...

.

The PC
IBM PC compatible
IBM PC compatible computers are those generally similar to the original IBM PC, XT, and AT. Such computers used to be referred to as PC clones, or IBM clones since they almost exactly duplicated all the significant features of the PC architecture, facilitated by various manufacturers' ability to...

 development is different. Game developers try to account for majority of configurations and hardware. However, the number of possible configurations of hardware and software inevitably leads to discovery of game-breaking circumstances that the programmers and testers didn't account for.

Programmers wait for a period to get as many bug reports as possible. Once the developer thinks they've obtained enough feedback, the programmers start working on a patch
Patch (computing)
A patch is a piece of software designed to fix problems with, or update a computer program or its supporting data. This includes fixing security vulnerabilities and other bugs, and improving the usability or performance...

. The patch may take weeks or months to develop, but it's intended to fix most bugs and problems with the game. Occasionally a patch may include extra features or content or may even alter gameplay.

In the case of a massively multiplayer online game
Massively multiplayer online game
A massively multiplayer online game is a multiplayer video game which is capable of supporting hundreds or thousands of players simultaneously. By necessity, they are played on the Internet, and usually feature at least one persistent world. They are, however, not necessarily games played on...

 (MMOG), such as a MMORPG
Massively multiplayer online role-playing game
Massively multiplayer online role-playing game is a genre of role-playing video games in which a very large number of players interact with one another within a virtual game world....

 or MMORTS, the shipment of the game is the starting phase of maintenance. Such online games are in continuous maintenance as the gameworld is continuously changed and iterated and new features are added. The maintenance staff for a popular MMOG can number in the dozens, sometimes including members of the original programming team.

Outsourcing

Several development disciplines, such as, for example, audio, dialogue, or motion capture, occur for relatively short periods of time. Efficient employment of these roles requires either large development house with multiple simultaneous title production or it requires outsourcing from third-party vendors. Employing personnel for these tasks full-time is expensive. Majority of developers outsource a portion of the work. Outsourcing plans are conceived during pre-production stage; where the time and finances required for outsourced work are estimated.
  • Programming is not usually outsourced. Some modular tools, such as, video compressor or map editor, may be outsourced.

  • The music cost ranges based on length of composition, method of performance (live or synthesized), and composer experience. In 2003 a minute of high quality synthesized music cost between US$
    United States dollar
    The United States dollar , also referred to as the American dollar, is the official currency of the United States of America. It is divided into 100 smaller units called cents or pennies....

    600-1.5k. A title with 20 hours of gameplay and 60 minutes of music may have cost $50k-60k for musical score.

  • Voice acting is well suited for outsourcing, it requires a set of specialized skills. Only large publishers employ in-house voice actors.

  • Sound effects can also be outsourced.

Marketing

The game production has similar distribution methods to those of music and film industries.

The publisher's marketing team targets the game for a specific market and then advertises it. The team advises the developer on target demographics and market trends, as well as suggests specific features. The game is then advertised and the game's high concept is incorporated into the promotional material, ranging from magazine ads to TV spots. Communication between developer and marketing is important.

The length and purpose a game demo
First playable demo
A first playable demo is the first version of a video game that is playable outside of the video game development environment. In the game design process, it is a significant milestone. It is the first point at which a game has demonstrable gameplay. Often at this phase, the demo will be shown...

 depends on the purpose of the demo and target audience. A game's demo may range between a few seconds (such as clips or screenshots) to hours of gameplay. The demo is usually intended for journalists, buyers, trade shows, general public, or internal employees (who, for example, may need to familiarize with the game to promote it). Demos are produced with public relations, marketing and sales in mind, maximizing the presentation effectiveness.

Trade show demo

As a game nears completion, the publisher will want to showcase a demo
Game demo
A game demo is a freely distributed demonstration or preview of an upcoming or recently released video game. Demos are typically released by the game's publisher to help consumers get a feel of the game before deciding whether to buy the full version....

 of the title at trade shows. Many games have a "Trade Show demo" scheduled.
The major annual trade shows are, for example, Electronic Entertainment Expo (E3) or Penny Arcade Expo
Penny Arcade Expo
The Penny Arcade Expo is a semi-annual gamer festival held in Seattle and Boston. PAX was created by Jerry Holkins and Mike Krahulik, the authors of the Penny Arcade webcomic, because they wanted to attend a show that gave equal attention to console gamers, computer gamers, and tabletop...

 (PAX). E3 is the largest show in North America. E3 is hosted primarily for marketing and business deals. New games and platforms are announced at E3 and it received broad press coverage. Thousands of products are on display and press demonstration schedules are kept. In recent years E3 has become a more closed-door event and many advertisers have withdrawn reducing E3 budget. PAX, created by authors of Penny Arcade
Penny Arcade (webcomic)
Penny Arcade is a webcomic focused on video games and video game culture, written by Jerry Holkins and illustrated by Mike Krahulik. The comic debuted in 1998 on the website loonygames.com. Since then, Holkins and Krahulik have established their own site, which is typically updated with a new comic...

 blog and web-comic, is a mature and playful event with a player-centred philosophy.

Indie development

Independent games
Indie game
Independent video game development is the process of creating video games without the financial support of a video game publisher. While large firms can create independent games, they are usually designed by an individual or a small team of as many as ten people, depending on the complexity of the...

 or indie games are produced by individuals and small teams with no large-scale developer or publisher affiliations. Indie developers generally rely on Internet distribution schemes. Many hobbyist indie developers create mods
Mod (computer gaming)
Mod or modification is a term generally applied to personal computer games , especially first-person shooters, role-playing games and real-time strategy games. Mods are made by the general public or a developer, and can be entirely new games in themselves, but mods are not standalone software and...

 of existing games. Indie developers are credited for creative game ideas (for example, Darwinia, Weird Worlds
Weird Worlds: Return to Infinite Space
Weird Worlds: Return to Infinite Space, the sequel to Strange Adventures in Infinite Space, is a hybrid strategy/adventure computer game created by the independent game development group, Digital Eel...

, World of Goo
World of Goo
World of Goo is a physics-based puzzle game by 2D Boy, an independent game developer consisting of Kyle Gabler and Ron Carmel, both former Electronic Arts employees, released for Microsoft Windows, Mac OS X, Linux, iOS, Android and WiiWare...

). Current economic viability of indie development is questionable, however in recent years internet delivery platforms, such as, Xbox Live Arcade
Xbox Live Arcade
Xbox Live Arcade is a type of video game download distribution available primarily in a section of the Xbox Live Marketplace, Microsoft's digital distribution network for the Xbox 360, that focuses on smaller downloadable games from both major publishers and independent game developers...

 and Steam have improved indie game success. In fact, some indie games have become very successful, such as Braid
Braid (video game)
Braid is a platform and puzzle video game developed by independent software developer Jonathan Blow. The game was released on August 6, 2008 for the Xbox 360's Xbox Live Arcade service. A Microsoft Windows version was released on April 10, 2009. Hothead Games ported and released the game to Mac OS...

, World of Goo
World of Goo
World of Goo is a physics-based puzzle game by 2D Boy, an independent game developer consisting of Kyle Gabler and Ron Carmel, both former Electronic Arts employees, released for Microsoft Windows, Mac OS X, Linux, iOS, Android and WiiWare...

, or Minecraft
Minecraft
Minecraft is a sandbox-building independent video game written in Java originally by Swedish creator Markus "Notch" Persson and now by his company, Mojang, formed from the proceeds of the game. It was released as an alpha on May 17, 2009, with a beta version on December 20, 2010...

.

Game industry

The video game industry (formally referred to as interactive entertainment) is the economic sector involved with the development, marketing and sale of video games. The industry sports several unique approaches.

United States

In the United States
United States
The United States of America is a federal constitutional republic comprising fifty states and a federal district...

, in the early history of video game development, the prominent locale for game development was the corridor from San Francisco to Silicon Valley
Silicon Valley
Silicon Valley is a term which refers to the southern part of the San Francisco Bay Area in Northern California in the United States. The region is home to many of the world's largest technology corporations...

 in California
California
California is a state located on the West Coast of the United States. It is by far the most populous U.S. state, and the third-largest by land area...

. Most new developers in the US open near such "hot beds".

At present, many large publishers still operate there, such as: Activision Blizzard
Activision Blizzard
Activision Blizzard, Inc., formerly Activision, Inc. is the American holding company for Activision and Blizzard Entertainment. The company is majority owned by French conglomerate Vivendi SA and was created through the merger of Activision and Vivendi Games, announced on December 2, 2007, in a...

, Capcom Entertainment
Capcom
is a Japanese developer and publisher of video games, known for creating multi-million-selling franchises such as Devil May Cry, Chaos Legion, Street Fighter, Mega Man and Resident Evil. Capcom developed and published Bionic Commando, Lost Planet and Dark Void too, but they are less known. Its...

, Disney Interactive, Eidos Interactive
Eidos Interactive
Eidos Interactive Ltd. is a British video game publisher and is a label of Square Enix Europe. As an independent company Eidos plc was headquartered in the Wimbledon Bridge House in Wimbledon, London Borough of Merton....

, Electronic Arts
Electronic Arts
Electronic Arts, Inc. is a major American developer, marketer, publisher and distributor of video games. Founded and incorporated on May 28, 1982 by Trip Hawkins, the company was a pioneer of the early home computer games industry and was notable for promoting the designers and programmers...

, Foundation 9, LucasArts Entertainment, Namco Bandai Games
Namco Bandai Games
is an arcade, mobile and home video game developer and publisher based in Japan which is the product of a merger between the video game development divisions of Bandai and Namco. Namco Bandai Games is a wholly owned subsidiary of Namco Bandai Holdings and specializes in production and sales of...

, Sega of America, Sony Computer Entertainment America, THQ
THQ
THQ Inc. is an American developer and publisher of video games. Founded in 1989 in the United States, the company develops products for video game consoles, handheld game systems, as well as for personal computers and wireless devices...

. However, due to the nature of game development, many publishers are present in other regions, such as Big Fish Games
Big Fish Games
Big Fish Games is a provider of Internet media delivery software and game services based in Seattle, Washington. The company was founded in 2002 by Paul Thelen , and currently employs more than 400 people...

 (Washington), GarageGames
GarageGames
GarageGames is located in Las Vegas, Nevada, USA, where it was moved after being acquired by IAC in 2007. As the makers of Torque game development technology, they have provided cross-platform technology and tools since 2000...

 (Oregon), Majesco (New Jersey), Microsoft Corporation (Washington), Nintendo of America (Washington), Take-Two Interactive
Take-Two Interactive
Take-Two Interactive Software, Inc. is a major American publisher, developer, and distributor of video games and video game peripherals. Take-Two wholly owns 2K Games and Rockstar Games. The company's headquarters are in New York City, with international headquarters in Windsor, United Kingdom...

 (New York), SouthPeak Interactive
SouthPeak Interactive
SouthPeak Games is a video game publisher of titles in Europe and North America.-History:SouthPeak Games, which was originally a subsidiary of SAS Institute, has been publishing games since 1996 and has worked with multiple development studios, including EAI Interactive, Psyonix Studios and...

 (Virginia).

Notable developers in California are: Blizzard Entertainment
Blizzard Entertainment
Blizzard Entertainment, Inc. is an American video game developer and publisher founded on February 8, 1991 under the name Silicon & Synapse by three graduates of UCLA, Michael Morhaime, Allen Adham and Frank Pearce and currently owned by French company Activision Blizzard...

, Crave Entertainment
Crave Entertainment
Crave Entertainment is an American video game company. It was founded in 1997 by Nima Taghavi. Its headquarters is in Newport Beach, California...

, Cryptic Studios
Cryptic Studios
Cryptic Studios, a wholly owned Perfect World subsidiary, is a small American massively multiplayer online role-playing game developer headquartered in Los Gatos, California.-History:...

, Crystal Dynamics
Crystal Dynamics
Crystal Dynamics is an American video game developer based in the San Francisco Bay Area and founded in 1992 by Judy Lang, Madaline Canepa and Dave Morris...

, Double Helix Games
Double Helix Games
Double Helix Games is an American video game developer based in Irvine, California, founded in 2007 through two mergers of Foundation 9 studios, The Collective and Shiny Entertainment...

, Insomniac Games
Insomniac Games
Insomniac Games, Inc. is an American video game developer headquartered in Burbank, California. Founded in 1994, Insomniac has released titles for the PlayStation, PlayStation 2, and PlayStation 3 video game consoles. It created Disruptor, the first three Spyro the Dragon games, and the Ratchet &...

, Koei Corporation North America, Naughty Dog
Naughty Dog
Naughty Dog, Inc. is an American video game developer based in Santa Monica, California. Founded by Andy Gavin and Jason Rubin in 1986 as an independent developer, the studio was acquired by Sony Computer Entertainment in 2001...

, Neversoft Entertainment, Obsidian Entertainment
Obsidian Entertainment
Obsidian Entertainment is an American video game developer founded in 2003 after the disestablishment of Interplay Productions' Black Isle Studios, for PC and console systems...

, Rockstar San Diego
Rockstar San Diego
Rockstar San Diego is one of the development studios under the Rockstar Games umbrella. The studio pioneered open world racing games with the Midtown Madness and the award-winning Midnight Club series. It is also responsible for the "Red Dead" series of western games...

, Tecmo. The Washington area houses the following developers: Amaze Entertainment
Amaze Entertainment
Amaze Entertainment was a video game developer from the United States that sold over 100 games in its ten-year history , for several video game platforms, with headquarters located in Kirkland, Washington. Amaze’s primary focus was licensed games based on movie franchises, comic series, and...

, ArenaNet
ArenaNet
ArenaNet is a computer game developer and part of NCsoft Corporation, founded in 2000 by Mike O'Brien, Patrick Wyatt and Jeff Strain and located in Bellevue, Washington...

, Bungie Software, Gas Powered Games
Gas Powered Games
Gas Powered Games is a video game developer located in Redmond, Washington. The development studio was started in May 1998 by Chris Taylor, creator of Total Annihilation, and several other ex-Cavedog Entertainment employees....

, Monolith Productions
Monolith Productions
Monolith Productions is a Kirkland, Washington-based computer game developer. Monolith is also known for the development of the graphical game engine Lithtech, which has been used for most of their games...

, PopCap Games
PopCap Games
PopCap Games is an American video game developer and publisher, based in Seattle, Washington, United States. It was founded in 2000 by John Vechey, Brian Fiete and Jason Kapalka, and currently employs about 400 people...

, Sucker Punch Productions
Sucker Punch Productions
Sucker Punch Productions is an American production company founded in 1997 and based in Bellevue, Washington. It was an independent company until August 2011, but had worked exclusively with Sony Computer Entertainment since 2000. Sony acquired Sucker Punch on August 2, 2011.-History:In late 1999,...

, Snowblind Studios
Snowblind Studios
Snowblind Studios is a video game developer located in Kirkland, Washington. They were founded in 1997, specializing in RPGs. In 2009, Snowblind Studios was acquired by Time Warner, through its Warner Bros...

, Ubisoft Massive/Sierra Entertainment
Sierra Entertainment
Sierra Entertainment Inc. was an American video-game developer and publisher founded in 1979 as On-Line Systems by Ken and Roberta Williams...

, Valve Corporation
Valve Corporation
Valve Corporation is an American video game development and digital distribution company based in Bellevue, Washington, United States...

. Other developers in the states include: Bethesda Softworks
Bethesda Softworks
Bethesda Softworks, LLC, is an American video game company. A subsidiary of ZeniMax Media, the company was originally based in Bethesda, Maryland and eventually moved to their current location in Rockville, Maryland...

 (Maryland), Big Huge Games
Big Huge Games
Big Huge Games is a video game developer located in Timonium, Maryland. The company was founded in February 2000 by four veteran game industry developers: Tim Train, David Inscore, Jason Coleman and Brian Reynolds...

 (Maryland), BreakAway Games
BreakAway Games
BreakAway Games is a video game developer based in Hunt Valley, Maryland established in 1998. Their executive staff is composed of several veterans from companies such as MicroProse, Origin Systems, Atari and Acclaim Entertainment....

 (Maryland), Epic Games
Epic Games
Epic Games, Inc., also known as Epic and formerly Epic MegaGames, is an American video game development company based in Cary, North Carolina. Its most recent success has been the Gears of War series of games, although it is also known for its Unreal Engine technology. It is the parent company of...

 (Carolina), Firaxis Games
Firaxis Games
Firaxis Games is a computer game developer. It was founded in 1996 by Sid Meier, Jeff Briggs, and Brian Reynolds upon leaving MicroProse. The company focuses on strategy games and is based in Sparks, Maryland in the United States....

 (Maryland), id Software
Id Software
Id Software is an American video game development company with its headquarters in Richardson, Texas. The company was founded in 1991 by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack...

 (Texas), 2K Boston (Massachusetts), Petroglyph
Petroglyph
Petroglyphs are pictogram and logogram images created by removing part of a rock surface by incising, picking, carving, and abrading. Outside North America, scholars often use terms such as "carving", "engraving", or other descriptions of the technique to refer to such images...

 (Nevada), Raven Software
Raven Software
Raven Software is an American video game developer. The company was founded in 1990 by brothers Brian and Steve Raffel. In 1997, Raven made an exclusive publishing deal with Activision and was subsequently acquired by them...

 (Wisconsin), Red Storm Entertainment
Red Storm Entertainment
Ubisoft Red Storm is a wholly owned subsidiary of Ubisoft Entertainment, specializing in video games and related merchandise, mainly based on the works of the writer Tom Clancy. The company develops and markets their own CD/DVD-ROM games...

 (North Carolina), Vicarious Visions
Vicarious Visions
Vicarious Visions is an American video game developer founded by the high school brothers Karthik and Guha Bala in 1990, which developed some PC and Game Boy Color games in late 90's and 2000. They later developed Terminus, which won two Independent Games Festival Awards in 1999...

 (New York), and Irrational Games
Irrational Games
Irrational Games is a video game developer founded in 1997 by three former employees of Looking Glass Studios: Ken Levine, Jonathan Chey, and Robert Fermier as Irrational Games...

 (Massachusetts).

Education

Many universities and design schools are offering classes specifically focused on game development. Some have built strategic alliances with major game development companies. These alliances ensure that students have access to the latest technologies and are provided the opportunity to find jobs within the gaming industry once qualified. Many innovative ideas are presented at conferences, such as Independent Games Festival
Independent Games Festival
The Independent Games Festival is an annual festival at the Game Developers Conference, the largest annual gathering of the indie video game industry. It was founded in 1998 to assist and inspire innovation in video game development and to recognize the best independent video game developers...

 (IGF) or Game Developers Conference
Game Developers Conference
The Game Developers Conference is the largest annual gathering of professional video game developers, focusing on learning, inspiration, and networking...

 (GDC).

Indie game development may motivate students who produce a game for their final projects or thesis and may open their own game company.

Stability

Video game industry employment is fairly volatile, similar to other artistic industries including television, music, etc. Scores of game development studios crop up, work on one game, and then quickly go under. This may be one reason why game developers tend to congregate geographically; if their current studio goes under, they can flock to an adjacent one or start another from the ground up.

In an industry where only the top 5% of products make a profit, it's easy to understand this fluctuation. Numerous games may start development and are cancelled, or perhaps even completed but never published. Experienced game developers may work for years and yet never ship a title: such is the nature of the business. This volatility is likely inherent to the artistic nature of games.

See also

  • Independent video game development
    Independent video game development
    Independent video game development is the process of creating video games without the financial support of a video game publisher. While large firms can create independent games, they are usually designed by an individual or a small team of as many as ten people, depending on the complexity of the...

  • Software development
    Software development
    Software development is the development of a software product...

  • Software development process
    Software development process
    A software development process, also known as a software development life cycle , is a structure imposed on the development of a software product. Similar terms include software life cycle and software process. It is often considered a subset of systems development life cycle...

  • Agile software development
    Agile software development
    Agile software development is a group of software development methodologies based on iterative and incremental development, where requirements and solutions evolve through collaboration between self-organizing, cross-functional teams...

     and Scrum
    Scrum (development)
    Scrum is an iterative, incremental framework for project management often seen in agile software development, a type of software engineering....

    , development methodologies
  • List of video gaming topics
  • Video game controversy
    Video game controversy
    Violent video game debates often center on topics such as video game graphic violence, sex and sexism, violent and gory scenes, partial or full nudity, portrayal of criminal behavior, racism, and other provocative and objectionable material. Video games have been studied for links to addiction and...

  • Open source video games

External links


Wikis

The source of this article is wikipedia, the free encyclopedia.  The text of this article is licensed under the GFDL.
 
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