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Video game development (or gamedev) is the process of developing a video game. The effort is undertaken by a developer, ranging from a single person to an international team dispersed across the globe. Development of traditional commercial PC and console games is normally funded by a publisher, and can take several years to reach completion.
Indie game An indie game, short for independent video game, is a video game typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. ...
s usually take less time and money and can be produced by individuals and smaller developers. The independent game industry has been on the rise, facilitated by the growth of accessible game development software such as Unity platform and Unreal Engine and new online distribution systems such as
Steam Steam is a substance containing water in the gas phase, and sometimes also an aerosol of liquid water droplets, or air. This may occur due to evaporation or due to boiling, where heat is applied until water reaches the enthalpy of vaporization ...
and Uplay, as well as the
mobile game A mobile game, or smartphone game, is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone (feature phone or smartphone), tablet, PDA to ...
market for
Android Android may refer to: Science and technology * Android (robot), a humanoid robot or synthetic organism designed to imitate a human * Android (operating system), Google's mobile operating system ** Bugdroid, a Google mascot sometimes referred to ...
and iOS devices. The first video games, developed in the 1960s, were not usually commercialised. They required
mainframe computer A mainframe computer, informally called a mainframe or big iron, is a computer used primarily by large organizations for critical applications like bulk data processing for tasks such as censuses, industry and consumer statistics, enterpris ...
s to run and were not available to the general public. Commercial game development began in the '70s with the advent of
first-generation video game consoles First generation, ''Generation I'' or variants may refer to: History * 1G, the first generation of wireless telephone technology * First generation of video game consoles, 1972–1983 * First generation computer, a vacuum-tube computer Music * ...
and early home computers like the Apple I. At that time, owing to low costs and low capabilities of computers, a lone
programmer A computer programmer, sometimes referred to as a software developer, a software engineer, a programmer or a coder, is a person who creates computer programs — often for larger computer software. A programmer is someone who writes/creates ...
could develop a full and complete game. However, in the late '80s and '90s, ever-increasing computer processing power and heightened expectations from gamers made it difficult for a single person to produce a mainstream console or
PC game A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-deter ...
. The average cost of producing a triple-A video game slowly rose, from 1–4 million in 2000, to over $5 million in 2006, then to over $20 million by 2010. Mainstream commercial PC and console games are generally developed in phases: first, in pre-production, pitches,
prototype A prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and Software prototyping, software programming. A prototyp ...
s, and
game design document A game design document (often abbreviated GDD) is a highly descriptive living software design document of the design for a video game. Oxland 2004, p. 240 Brathwaite, Schreiber 2009, p. 14 A GDD is created and edited by the development team and ...
s are written; if the idea is approved and the developer receives funding, then full-scale development begins. The development of a complete game usually involves a team of 20–100 individuals with various responsibilities, including designers, artists,
programmer A computer programmer, sometimes referred to as a software developer, a software engineer, a programmer or a coder, is a person who creates computer programs — often for larger computer software. A programmer is someone who writes/creates ...
s, and testers.


Overview

Games are produced through the
software development Software development is the process of conceiving, specifying, designing, programming, documenting, testing, and bug fixing involved in creating and maintaining applications, frameworks, or other software components. Software development invol ...
process. Games are developed as a creative outlet and to generate profit. Game making is considered both art and science. Development is normally funded by a publisher. 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. 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. Most developers cannot afford changing their development schedule mid-way, and require estimating their capabilities with available resources before production. The game industry requires innovations, as publishers cannot profit from constant release of repetitive 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 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$18-28M, with high-profile games often exceeding $40M. In the early era of home computers and video game consoles in the early 1980s, a single
programmer A computer programmer, sometimes referred to as a software developer, a software engineer, a programmer or a coder, is a person who creates computer programs — often for larger computer software. A programmer is someone who writes/creates ...
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. A game designer generally writes an initial game proposal document, that describes the basic concept, gameplay, feature list, setting and story, target audience, requirements and schedule, and finally 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. A game developer may range from a single individual to a large multinational company. There are both independent and publisher-owned studios. Independent developers rely on financial support from a game publisher. 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 rights 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 rights. 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 and 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 manufacturers, such as Microsoft,
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles. Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produce ...
, or Sony, have a standard set of technical requirements that a game must conform 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 PC or console games take from three to five years to complete., where as a mobile game can be developed in a few months. The length of development is influenced by a number of factors, such as genre, scale, development platform and number of assets. Some games can take much longer than the average time frame to complete. An infamous example is
3D Realms 3D Realms Entertainment ApS is a video game publisher based in Aalborg, Denmark. Scott Miller (entrepreneur), Scott Miller founded the company in his parents' home in Garland, Texas, in 1987 as Apogee Software Productions to release his game ' ...
' ''
Duke Nukem Forever ''Duke Nukem Forever'' is a 2011 first-person shooter game developed by Gearbox Software and published by 2K Games for Windows, PlayStation 3, and Xbox 360. It is the fourth main installment in the ''Duke Nukem'' series and the sequel to ''Duke ...
'', announced to be in production in April 1997 and released fourteen years later in June 2011. Planning for Maxis' game ''
Spore In biology, a spore is a unit of sexual or asexual reproduction that may be adapted for dispersal and for survival, often for extended periods of time, in unfavourable conditions. Spores form part of the life cycles of many plants, algae, f ...
'' began in late 1999; the game was released nine years later in September 2008. The game '' Prey'' was briefly profiled in a 1997 issue of PC Gamer, but was not released until 2006, and only then in highly altered form. Finally, '' Team Fortress 2'' was in development from 1998 until its 2007 release, and emerged from a convoluted development process involving "probably three or four different games", according to Gabe Newell. 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. Many developers seek alternative economic models through Internet marketing and distribution channels to improve returns., as through a mobile distribution channel the share of a developer can be up to 70% of the total revenue and through an online distribution channel owned by the developer almost 100%.


History

The history of game making begins with the development of the first video games, 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'', 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'', which displayed its output on an oscilloscope, was made by
Willy Higinbotham William Alfred Higinbotham (October 22, 1910 – November 10, 1994) was an American physicist. A member of the team that developed the first nuclear bomb, he later became a leader in the nonproliferation movement. He also has a place in the histo ...
, a physicist working at the Brookhaven National Laboratory. In 1961, a mainframe computer game called ''
Spacewar! ''Spacewar!'' is a space combat video game developed in 1962 by Steve Russell in collaboration with Martin Graetz, Wayne Wiitanen, Bob Saunders, Steve Piner, and others. It was written for the newly installed DEC PDP-1 minicomputer at the Mas ...
'' was developed by a group of Massachusetts Institute of Technology students led by Steve Russell. True commercial design and development of games began in the 1970s, when arcade video games and first-generation consoles were marketed. In 1971, ''
Computer Space ''Computer Space'' is a space combat arcade game developed in 1971. Created by Nolan Bushnell and Ted Dabney in partnership as Syzygy Engineering, it was the first arcade video game as well as the first commercially available video game. ''Comput ...
'' was the first commercially sold, coin-operated video game. It used a black-and-white television for its display, and the computer system was made of 74 series TTL chips. In 1972, the first home console system was released called Magnavox Odyssey, developed by
Ralph H. Baer Ralph Henry Baer (born Rudolf Heinrich Baer; March 8, 1922 – December 6, 2014) was a German-American inventor, game developer, and engineer. Baer's family fled Germany just before World War II and Baer served the American war effort, gain ...
. That same year,
Atari Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French publisher Atari SA through a subsidiary named Atari Interactive. The original Atari, Inc. (1972–1992), Atari, Inc., ...
released '' Pong'', an arcade game that increased video game popularity. The commercial success of ''Pong'' led other companies to develop ''Pong'' clones, spawning 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 a large number of consoles had very similar games. Many of these early games were often ''Pong'' clones. Some games were different, however, such as '' Gun Fight'', which was significant for several reasons: an early 1975 on-foot, multi-directional shooter, which depicted game characters, game violence, and human-to-human
combat Combat ( French for ''fight'') is a purposeful violent conflict meant to physically harm or kill the opposition. Combat may be armed (using weapons) or unarmed ( not using weapons). Combat is sometimes resorted to as a method of self-defense, or ...
.
Tomohiro Nishikado is a Japanese people, Japanese video game developer and engineer. He is the creator of the arcade shoot 'em up game ''Space Invaders'', released to the public in 1978 by the Taito of Japan, often credited as the first shoot 'em up and for beginn ...
's original version was based on discrete logic, which
Dave Nutting David Judd Nutting (December 26, 1930 – September 23, 2020) was an industrial design engineer who played a role in the early video game industry. He was a graduate of the Pratt Institute with a degree in industrial design. Career After leaving ...
adapted using the Intel 8080, making it the first video game to use a microprocessor.
Steve L. Kent Steven L. Kent (born August 28, 1960), son of woodworker Ron Kent, is an American writer, known for both video game journalism and military science fiction novels. Career In 1993, Steven started work as a freelance journalist, writing monthly vide ...
(2001), '' The ultimate history of video games: from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world'', p. 64, Prima,
Console manufacturers soon started to produce consoles that were able to play independently developed games, and ran on microprocessors, marking the beginning of second-generation consoles, beginning with the release of the Fairchild Channel F in 1976. The flood of ''Pong'' clones led to the video game crash of 1977, which eventually came to an end with the mainstream success of Taito's 1978 arcade shooter game '' Space Invaders'', marking the beginning of the golden age of arcade video games and inspiring dozens of manufacturers to enter the market. Its creator Nishikado not only designed and programmed the game, but also did the artwork, engineered the
arcade hardware Arcade most often refers to: * Arcade game, a coin-operated game machine ** Arcade cabinet, housing which holds an arcade game's hardware ** Arcade system board, a standardized printed circuit board * Amusement arcade, a place with arcade games ...
, and put together a
microcomputer A microcomputer is a small, relatively inexpensive computer having a central processing unit (CPU) made out of a microprocessor. The computer also includes memory and input/output (I/O) circuitry together mounted on a printed circuit board (PC ...
from scratch. It was soon ported to the Atari 2600, becoming the first " killer app" and quadrupling the console's sales. At the same time, home computers appeared on the market, allowing individual programmers and hobbyists to develop games. This allowed hardware manufacturer and software manufacturers to act separately. A very large number of games could be produced by an individual, 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. The developers of many early home video games, such as '' Zork'', '' Baseball'', '' Air Warrior'', and '' Adventure'', later transitioned their work as products of the early video game industry. The industry expanded significantly at the time, with the arcade video game sector alone (representing the largest share of the gaming industry) generating higher revenues than both pop music and Hollywood films combined. The home video game industry, however, suffered major losses following the video game crash of 1983. In 1984 Jon Freeman warned in ''Computer Gaming World'': Chris Crawford and Don Daglow in 1987 similarly advised prospective designers to write games as a hobby first, and to not quit their existing jobs early. The home video game industry was revitalized soon after by the widespread success of the
Nintendo Entertainment System The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the commonly known as the The NES, a redesigned version, was released in America ...
. '' Compute!'s Gazette'' in 1986 stated that although individuals developed most early video games, "It's impossible for one person to have the multiple talents necessary to create a good game". By 1987 a video game required 12 months to develop and another six to plan marketing. Projects remained usually solo efforts, with single developers delivering finished games to their publishers. With the ever-increasing processing and graphical capabilities of arcade, console and computer products, along with an increase in user expectations, game design moved beyond the scope of a single developer to produce a marketable game. The ''Gazette'' stated, "The process of writing a game involves coming up with an original, entertaining concept, having the skill to bring it to fruition through good, efficient programming, and also being a fairly respectable artist". This sparked the beginning of team-based development. In broad terms, during the 1980s, pre-production involved sketches and test routines of the only developer. In the 1990s, pre-production consisted mostly of game art previews. In the early 2000s, pre-production usually produced a playable demo. In 2000 a 12 to 36 month development project was funded by a publisher for US$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 the early 2000s it became increasingly common to use middleware game engines, such as Quake engine or Unreal engine. In the early 2000s, also mobile games started to gain popularity. However, mobile games distributed by mobile operators remained a marginal form of gaming until the Apple App Store was launched in 2008. In 2005, a mainstream console video game cost from US$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. Since the third generation of consoles, the home video game industry has constantly increased and expanded. The industry revenue has increased at least five-fold since the 1990s. In 2007, the software portion of video game revenue was $9.5 billion, exceeding that of the movie industry. The Apple App Store, introduced in 2008, was the first mobile application store operated directly by the mobile platform holder. It significantly changed the consumer behaviour more favourable for downloading mobile content and quickly broadened the markets of mobile games. In 2009 games' market annual value was 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 2012, the total value had already reached $66.3 billion and by then the video game markets were no longer dominated by console games. According to Newzoo, the share of MMO's was 19.8%, PC/MAC's 9.8%, tablets' 3.2%, smartphones 10.6%, handhelds' 9.8%, consoles' only 36.7% and online casual games 10.2%. The fastest growing market segments being mobile games with an average annual rate of 19% for smartphones and 48% for tablets. 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's parent company, Vivendi Games merged with Activision. In 2008 Electronic Arts nearly acquired Take-Two Interactive. In 2009
Midway Games Midway Games Inc., known previously as Midway Manufacturing and Bally Midway, and commonly known as simply Midway, was an American video game developer and publisher. Midway's franchises included ''Mortal Kombat'', ''Rampage (series), Rampage'' ...
was acquired by
Time-Warner Warner Media, LLC ( traded as WarnerMedia) was an American multinational mass media and entertainment conglomerate. It was headquartered at the 30 Hudson Yards complex in New York City, United States. It was originally established in 1972 by ...
and
Eidos Interactive Square Enix Limited (formerly Domark Limited and Eidos Interactive Limited) is a British subsidiary of the Japanese video game company Square Enix, acting as their European publishing arm. The company formerly owned ''Tomb Raider'', which was in ...
merged with
Square Enix is a Japanese Multinational corporation, multinational holding company, production enterprise and entertainment conglomerate, best known for its ''Final Fantasy'', ''Dragon Quest'', ''Star Ocean'' and ''Kingdom Hearts'' role-playing video game ...
.


Roles


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, contract negotiation, liaising between the staff and stakeholders, schedule and budget maintenance,
quality assurance Quality assurance (QA) is the term used in both manufacturing and service industries to describe the systematic efforts taken to ensure that the product(s) delivered to customer(s) meet with the contractual and other agreed upon performance, design ...
,
beta Beta (, ; uppercase , lowercase , or cursive ; grc, βῆτα, bē̂ta or ell, βήτα, víta) is the second letter of the Greek alphabet. In the system of Greek numerals, it has a value of 2. In Modern Greek, it represents the voiced labiod ...
test management, and localization. This role may also be referred to as ''project manager'', ''project lead'', or ''director''.


Publisher

A video game publisher is a company that publishes video games that they have either developed internally or have had developed by an external video game developer. As with book publishers or publishers of DVD movies, video game publishers are responsible for their product's manufacturing and marketing, including market research and all aspects of advertising. They usually finance the development, sometimes by paying a video game developer (the publisher calls this external development) and sometimes by paying an internal staff of developers called a studio. Consequently, they also typically own the IP of the game. Large video game publishers also distribute the games they publish, while some smaller publishers instead hire distribution companies (or larger video game publishers) to distribute the games they publish. Other functions usually performed by the publisher include deciding on and paying for any license that the game may utilize; paying for localization; layout, printing, and possibly the writing of the user manual; and the creation of graphic design elements such as the box design. Large publishers may also attempt to boost efficiency across all internal and external development teams by providing services such as sound design and code packages for commonly needed functionality. Because the publisher usually finances development, it usually tries to manage development risk with a staff of producers or project managers to monitor the progress of the developer, critique ongoing development, and assist as necessary. Most video games created by an external video game developer are paid for with periodic advances on royalties. These advances are paid when the developer reaches certain stages of development, called milestones. Independent video game developers create games without a publisher and may choose to digitally distribute their games.


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 3 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 one to three producers in management. Many teams also include a dedicated writer with expertise in
video game writing Video game writing is the art and craft of writing scripts and narratives for video games. Similar to screenwriting, it is typically a freelance profession. It includes many differences from writing for film, due to the non-linear and interac ...
. These positions are employed full-time. Other positions, such as testers, may be employed only part-time. Use of contractors for art, programming, and writing is standard within the industry. Salaries for these positions vary depending on both the experience and the location of the employee. A development team includes these roles or disciplines:


Designer

A game designer is a person who designs gameplay, conceiving and designing the rules and structure of a
game A game is a structured form of play (activity), play, usually undertaken for enjoyment, entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator s ...
. Development teams usually have a lead designer who coordinates the work of other designers. They are 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, dialogue, commentary, cutscene narrative, journals, video game packaging content, hint system, etc. In larger projects, there are often separate designers for various parts of the game, such as, game mechanics, user interface, characters,
dialogue Dialogue (sometimes spelled dialog in American English) is a written or spoken conversational exchange between two or more people, and a literary and theatrical form that depicts such an exchange. As a philosophical or didactic device, it is c ...
,
graphics Graphics () are visual images or designs on some surface, such as a wall, canvas, screen, paper, or stone, to inform, illustrate, or entertain. In contemporary usage, it includes a pictorial representation of data, as in design and manufacture ...
, etc.


Artist

A game artist is a visual artist who creates video game art. The art production is usually overseen by an ''art director'' or ''art lead'', making sure their vision is followed. The art director manages the art team, scheduling and coordinating within the development team. The artist's job may be 2D oriented or 3D oriented. ''2D artists'' may produce concept art, sprites, textures, environmental backdrops or terrain images, and user interface. ''3D artists'' may produce models or meshes, animation, 3D environment, and cinematics. Artists sometimes occupy both roles.


Programmer

A game programmer is a software engineer who primarily develops video games or related software (such as game development tools). The game's codebase development is handled by programmers. There are usually one to several
lead programmer In software development, a lead programmer is responsible for providing technical guidance and mentorship to a team of software developers. Alternative titles include ''development lead'', ''technical lead'', ''lead programmer'', or ''lead applicat ...
s, who implement the game's starting codebase and overview future development and programmer allocation on individual modules. An entry-level programmer can make, on average, around $70,000 annually and an experienced programmer can make, on average, around $125,000 annually. Individual programming disciplines roles include: * Physics – the programming of the
game engine A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software i ...
, including simulating physics, collision, object movement, etc.; * AI – 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 A model is an informative representation of an object, person or system. The term originally denoted the plans of a building in late 16th-century English, and derived via French and Italian ultimately from Latin ''modulus'', a measure. Models c ...
, textures to work along the physics engine. * Sound – integration of music, speech, effect sounds into the proper locations and times. * Gameplay – 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 – production of user interface elements, like option menus, HUDs, 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 – 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 or levels may refer to: Engineering *Level (instrument), a device used to measure true horizontal or relative heights *Spirit level, an instrument designed to indicate whether a surface is horizontal or vertical *Canal pound or level *Regr ...
s, challenges or missions for video games using a specific set of programs. These programs may be commonly available commercial 3D or 2D design programs, or specially designed and tailored level editors 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 scripting languages 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 effects and sound positioning. They are sometimes involved in creating haptic feedback, as was the case with the Returnal game sound team at PlayStation Studios Creative Arts' in London. They sometimes oversee voice acting and other sound asset creation.
Composer A composer is a person who writes music. The term is especially used to indicate composers of Western classical music, or those who are composers by occupation. Many composers are, or were, also skilled performers of music. Etymology and Defi ...
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 (QA) is the term used in both manufacturing and service industries to describe the systematic efforts taken to ensure that the product(s) delivered to customer(s) meet with the contractual and other agreed upon performance, design ...
is carried out by game testers. A game tester analyzes video games to document
software defect A software bug is an error, flaw or fault in the design, development, or operation of computer software that causes it to produce an incorrect or unexpected result, or to behave in unintended ways. The process of finding and correcting bugs i ...
s as part of a
quality control Quality control (QC) is a process by which entities review the quality of all factors involved in production. ISO 9000 defines quality control as "a part of quality management focused on fulfilling quality requirements". This approach places ...
. Testing is a highly technical field requiring computing 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 A software release life cycle is the sum of the stages of development and maturity for a piece of computer software ranging from its initial development to its eventual release, and including updated versions of the released version to help impro ...
methods, such as the waterfall model. One method employed for game development is agile development. It is based on iterative prototyping, a subset of software prototyping. 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. Another successful method is Personal Software Process (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, 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 Production planning is the planning of production and manufacturing modules in a company or industry. It utilizes the resource allocation of activities of employees, materials and production capacity, in order to serve different customers.Fargher ...
. 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 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 brief description of a game. The high concept is the one-or two-sentence response to the question, "What is your game about?".


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 Demos may refer to: Computing * DEMOS, a Soviet Unix-like operating system * DEMOS (ISP), the first internet service provider in the USSR * Demos Commander, an Orthodox File Manager for Unix-like systems * plural for Demo (computer programming) ...
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 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 A game design document (often abbreviated GDD) is a highly descriptive living software design document of the design for a video game. Oxland 2004, p. 240 Brathwaite, Schreiber 2009, p. 14 A GDD is created and edited by the development team and ...
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. The design document is sometimes accompanied by functional prototypes of some sections of the game. The design document remains a living document throughout the development—often changed weekly or even daily. Compiling a list of game's needs is called "requirement capture".


Prototype

Writing
prototype A prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and Software prototyping, software programming. A prototyp ...
s of gameplay ideas and features is an important activity that allows programmers and game designers to experiment with different algorithms and usability scenarios for a game. A great deal of prototyping may take place during pre-production before the design document is complete and may, in fact, help determine what features the design specifies. Prototyping at this stage is often done manually, (paper prototyping), not digitally, as this is often easier and faster to test and make changes before wasting time and resources into what could be a canceled idea or project. 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 or to test ideas, by adding, modifying or removing some of the features. Most algorithms and features debuted in a prototype may be ported to the game once they have been completed. Often prototypes need to be developed quickly with very little time for up-front design (around 15 to 20 minutes of testing). Therefore, usually very prolific programmers are called upon to quickly code these testbed tools.
RAD RAD or Rad may refer to: People * Robert Anthony Rad Dougall (born 1951), South African former racing driver * Rad Hourani, Canadian fashion designer and artist * Nickname of Leonardus Rad Kortenhorst (1886–1963), Dutch politician * Radley R ...
tools may be used to aid in the quick development of these programs. In case the prototype is in a physical form, programmers and designers alike will make the game with paper, dice, and other easy to access tools in order to make the prototype faster. A successful development model is iterative prototyping, where design is refined based on current progress. There are various technology available for video game development


Production

Production is the main stage of development, when assets and source code 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, artists develop game assets, such as, sprites or
3D model In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of any surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, an ...
s. Sound engineers develop sound effects and composers develop music for the game.
Level designer In video games, a level (also referred to as a map, stage, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively-increasing difficulty ...
s create levels, and writers write dialogue for cutscenes and NPCs. Game designers continue to develop the game's design throughout production.


Design

Game design is an essential and collaborative process of designing the content and rules of a
game A game is a structured form of play (activity), play, usually undertaken for enjoyment, entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator s ...
, requiring artistic and technical competence as well as writing skills. Creativity and an open mind is vital for the completion of a successful video game. During development, 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 may be targeted as well as a new
demographic Demography () is the statistical study of populations, especially human beings. Demographic analysis examines and measures the dimensions and dynamics of populations; it can cover whole societies or groups defined by criteria such as edu ...
. All these changes need to be documented and disseminated to the rest of the team. Most changes occur as updates to the design document.


Programming

The programming of the game is handled by one or more game programmers. They develop prototypes to test ideas, many of which may never make it into the final game. The programmers incorporate new features demanded by the game design and fix any bugs introduced during the development process. Even if an off-the-shelf
game engine A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software i ...
is used, a great deal of programming is required to customize almost every game.


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.


Art production

During development, artists make art assets according to specifications given by the designers. Early in production, concept artists make concept art to guide the artistic direction of the game, rough art is made for prototypes, and the designers work with artists to design the visual style and visual language of the game. As production goes on, more final art is made, and existing art is edited based on player feedback.


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 include UI sound design, which effectively conveys information both for visible UI elements and as an auditory display. It provides sonic feedback for in-game interfaces, as well as contributing to the overall game aesthetic. Sound effects are important and impact the game's delivery. Music may be synthesized or performed live. There are four main 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 originally called ''Puck Man'' in Japan, is a 1980 maze action video game developed and released by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. Th ...
or Mario, player picking up
power-up In video games, a power-up is an object that adds temporary benefits or extra abilities to the player character as a game mechanic. This is in contrast to an item, which may or may not have a permanent benefit that can be used at any time chosen ...
s triggered 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 1 hour.


Testing

Quality assurance Quality assurance (QA) is the term used in both manufacturing and service industries to describe the systematic efforts taken to ensure that the product(s) delivered to customer(s) meet with the contractual and other agreed upon performance, design ...
of a video game product plays a significant role throughout the development cycle of a game, though comes more significantly into play as the game nears completion. Unlike other software products or productivity applications, video games are fundamentally meant to entertain, and thus the testing of video games is more focused on the end-user experience rather than the accuracy of the software code's performance, which leads to differences in how game software is developed. Because game development is focused on the presentation and gameplay as seen by the player, there often is little rigor in maintaining and testing backend code in early stages of development since such code may be readily disregarded if there are changes found in gameplay. Some
automated testing In software testing, test automation is the use of software separate from the software being tested to control the execution of tests and the comparison of actual outcomes with predicted outcomes. Test automation can automate some repetitive bu ...
may be used to assure the core game engine operates as expected, but most game testing comes via game tester, who enter the testing process once a playable prototype is available. This may be one level or subset of the game software that can be used to any reasonable extent. The use of testers may be lightweight at the early stages of development, but the testers' role becomes more predominant as the game nears completion, becoming a full-time role alongside development. Early testing is considered a key part of game design; the most common issue raised in several published post-mortems on game developer was the failure to start the testing process early. As code matures and the gameplay features solidify, then development typically includes more rigorous test controls such as regression testing to make sure new updates to the code base do not change working parts of the game. Games are complex software systems, and changes in one code area may unexpected cause a seemingly unrelated part of the game to fail. Testers are tasked to repeatedly play through updated versions of games in these later stages to look for any issues or bugs not otherwise found from automated testing. Because this can be a monotonous task of playing the same game over and over, this process can lead to games frequently being released with uncaught bugs or glitches. There are other factors simply inherent to video games that can make testing difficult. This includes the use of randomized gameplay systems, which require more testing for both game balance and bug tracking than more linearized games, the balance of cost and time to devote to testing as part of the development budget, and assuring that the game still remains fun and entertaining to play as changes are made to it. 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 that fix the bugs and make the game fully playable again. More recent, certain publishing models are designed specifically to accommodate the fact that first releases of games may be bug-ridden but will be fixed post-release. The early access model invites players to pay into a game before its planned release and help to provide feedback and bug reports. Mobile games and games with live services are also anticipated to be updated on a frequent basis, offset pre-release testing with live feedback and bug reports.


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. Milestones are usually based on multiple short descriptions for functionality; examples may be "Player roaming around in game environment" or "Physics working, collisions, vehicle" etc. (numerous descriptions are possible). These milestones are usually how the developer gets paid; sometimes as "an advance against royalty". These milestones are listed, anywhere from three to twenty depending on developer and publisher. The milestone list is usually a collaborative agreement between the publisher and developer. The developer usually advocates for making the milestone descriptions as simple as possible; depending on the specific publisher - the milestone agreements may get very detailed for a specific game. When working with a good publisher, the "spirit of the law" is usually adhered to regarding milestone completion... in other words if the milestone is 90% complete the milestone is usually paid with the understanding that it will be 100% complete by the next due milestone. It is a collaborative agreement between publisher and developer, and usually (but not always) the developer is constrained by heavy monthly development expenses that need to be met. Also, sometimes milestones are "swapped", the developer or publisher may mutually agree to amend the agreement and rearrange milestone goals depending on changing requirements and development resources available. Milestone agreements are usually included as part of the legal development contracts. After each "milestone" there is usually a payment arrangement. Some very established developers may simply have a milestone agreement based on the amount of time the game is in development (monthly / quarterly) and not specific game functionality - this is not as common as detailed functionality "milestone lists". 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. It is sometimes referred to as the "Pre-Alpha" stage.


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.


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 many 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.


Release schedules and "crunch time"

In most AAA game development, games are announced a year or more and given a planned release date or approximate window so that they can promote and market the game, establish orders with retailers, and entice consumers to pre-order the game. Delaying the release of a video game can have negative financial impact for publishers and developers, and extensive delays may lead to project cancellation and employee layoffs. To assure a game makes a set release date, publishers and developers may require their employees to work overtime to complete the game, which is considered common in the industry. This overtime is often referred to it as " crunch time" or "crunch mode". In 2004 and afterwards, the culture of crunch time in the industry came under scrutiny, leading to many publishers and developers to reduce the expectation on developers for overtime work and better schedule management, though crunch time still can occur.


Post-production

After the game
goes gold A software release life cycle is the sum of the stages of development and maturity for a piece of computer software ranging from its initial development to its eventual release, and including updated versions of the released version to help impro ...
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 consoles 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 common for consoles since all consoles had identical or nearly identical hardware; making incompatibility, the cause of many bugs, a non-issue. In this case, maintenance would only occur in the case of a port, sequel, or
enhanced remake A video game remake is a video game closely adapted from an earlier title, usually for the purpose of modernizing a game with updated graphics for newer hardware and gameplay for contemporary audiences. Typically, a remake of such game software sh ...
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 The Xbox network, formerly and still sometimes branded as Xbox Live, is an Internet, online multiplayer video game, multiplayer gaming and digital media delivery service created and operated by Microsoft. It was first made available to the Xbox ...
for the Xbox 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. PC 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. The patch may take weeks or months to develop, but it's intended to fix most accounted bugs and problems with the game that were overlooked past code release, or in rare cases, fix unintended problems caused by previous patches. Occasionally a patch may include extra features or content or may even alter gameplay. In the case of a massively multiplayer online game (MMOG), such as a
MMORPG A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a Player charac ...
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 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 outsourcing from third-party vendors. Employing personnel for these tasks full-time is expensive, so a majority of developers outsource a portion of the work. Outsourcing plans are conceived during the pre-production stage; where the time and finances required for outsourced work are estimated. * 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$600-1.5k. A title with 20 hours of gameplay and 60 minutes of music may have cost $50k-60k for its musical score. * Voice acting is well-suited for outsourcing as it requires a set of specialized skills. Only large publishers employ in-house voice actors. * Sound effects can also be outsourced. * Programming is generally outsourced less than other disciplines, such as art or music. However, outsourcing for extra programming work or savings in salaries has become more common in recent years.


Ghost development

Outsourced work is sometimes anonymous, i.e. not credited on the final product. This might go against the wishes of the developer, or it is something they reluctantly consent to because it's the only work they can get. See for more information on this. However, anonymity can also be agreed upon, or even desired by the outsourced party. A 2015 '' Polygon'' article stated that this practice is known as ghost development. Ghost developers are hired by other developers to provide assistance, by publishers to develop a title they designed, or by companies outside the gaming industry. These businesses prefer to keep this hidden from the public to protect their
brand equity Brand equity, in marketing, is the worth of a brand in and of itself – i.e., the social value of a well-known brand name. The owner of a well-known brand name can generate more revenue simply from brand recognition, as consumers perceive the prod ...
, not wanting consumers or investors to know that they rely on external help. Ghost development can involve (small) portions of a project, but there have been instances of entire games being outsourced without the studio being credited. Ghost development has a particular long history in the Japanese video game industry. Probably the best-known example is Tose. Founded in 1979, this 'behind-the-scenes' agent has either developed or helped develop over 2,000 games as of 2017, most of them anonymously. This includes uncredited contributions to multiple '' Resident Evil'', '' Metal Gear'', and ''
Dragon Quest previously published as ''Dragon Warrior'' in North America until 2005, is a franchise of Japanese role-playing video games created by Armor Project (Yuji Horii), Bird Studio (Akira Toriyama) and Sugiyama Kobo (Koichi Sugiyama) to its publi ...
'' titles. Another example is Tokyo-based Hyde, which worked on '' Final Fantasy'', '' Persona'', and '' Yakuza'' games. Its president, Kenichi Yanagihara, stated that the approach stems from
Japanese culture The culture of Japan has changed greatly over the millennia, from the country's prehistoric Jōmon period, to its contemporary modern culture, which absorbs influences from Asia and other regions of the world. Historical overview The ance ...
, in which many people prefer not to seek the limelight.


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 of a game demo 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 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 (short for Electronic Entertainment Expo or Electronic Entertainment Experience in 2021) is a trade event for the video game industry. The Entertainment Software Association (ESA) organizes and presents E3, which many developers, publisher ...
(E3) or Penny Arcade Expo (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's budget. PAX, created by authors of
Penny Arcade ''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 establish ...
blog and web-comic, is a mature and playful event with a player-centred philosophy.


Localization

A game created in one language may also be published in other countries which speak a different language. For that region, the developers may want to translate the game to make it more accessible. For example, some games created for
PlayStation Vita The PlayStation Vita (PS Vita, or Vita) is a handheld video game console developed and marketed by Sony Interactive Entertainment. It was first released in Japan on December 17, 2011, and in North America, Europe, and other international territo ...
were initially published in Japanese language, like '' Soul Sacrifice''. Non-native speakers of the game's original language may have to wait for the translation of the game to their language. But most modern big-budget games take localization into account during the development process and the games are released in several different languages simultaneously. Localization is the process of translating the language assets in a game into other languages. By localizing games, they increase their level of accessibility where games could help to expend the international markets effectively. Game localization is generally known as language translations yet a "full localization" of a game is a complex project. Different levels of translation range from: zero translation being that there is no translation to the product and all things are sent raw, basic translation where only a few text and subtitles are translated or even added, and a full translation where new voice overs and game material changes are added. There are various essential elements on localizing a game including translating the language of the game to adjusting in-game assets for different cultures to reach more potential consumers in other geographies (or globalization for short). Translation seems to fall into the scope of localization, which itself constitutes a substantially broader endeavor. These include the different levels of translation to the globalization of the game itself. However, certain developers seem to be divided on whether globalization falls under localization or not. Moreover, in order to fit into the local markets, game production companies often change or redesign the graphic designs or the packaging of the game for marketing purposes. For example, the popular game ''
Assassin's Creed ''Assassin's Creed'' is an open-world, action-adventure, and stealth game franchise published by Ubisoft and developed mainly by its studio Ubisoft Montreal using the game engine Anvil and its more advanced derivatives. Created by Patrice D ...
'' has two different packaging designs for the European and US market. By localizing the graphics and packaging designs, companies might arouse better connections and attention from the consumers from various regions.


Development costs

The costs of developing a video game varies widely depending on several factors including team size, game genre and scope, and other factors such as intellectual property licensing costs. Most video game consoles also require development licensing costs which include
game development kit Game development kits (GDK) are specialized computer hardware, hardware and software used to create commercial video games for game consoles. They may be partnered with game development tools, special game engine licenses, and other middleware to a ...
s for building and testing software. Game budgets also typically include costs for marketing and promotion, which can be on the same order in cost as the development budget. Prior to the 1990s, game development budgets, when reported, typically were on the average of , with known outliers, such as the that Atari had paid to license the rights for ''
E.T. the Extra-Terrestrial ''E.T. the Extra-Terrestrial'' (or simply ''E.T.'') is a 1982 American science fiction film produced and directed by Steven Spielberg and written by Melissa Mathison. It tells the story of Elliott, a boy who befriends an extraterrestrial, d ...
'' in addition to development costs. The adoption of technologies such as 3D hardware rendering and CD-ROM integration by the mid-1990s, enabling games with more visual fidelity compared to prior titles, caused developers and publishers to put more money into game budgets as to flesh out narratives through cutscenes and full-motion video, and creating the start of the AAA video game industry. Some of the most expensive titles to develop around this time, approaching costs typical of major motion picture production budgets, included ''
Final Fantasy VII is a 1997 role-playing video game developed by Square for the PlayStation console. It is the seventh main installment in the ''Final Fantasy'' series. Published in Japan by Square, it was released in other regions by Sony Computer Entertai ...
'' in 1997 with an estimated budget of , and '' Shenmue'' in 1999 with an estimated budget of .''Final Fantasy VII'', with its marketing budget, had a total estimated cost of . Raph Koster, a video game designer and economist, evaluated published development budgets (less any marketing) for over 250 games in 2017 and reported that since the mid-1990s, there has been a type of
Moore's Law Moore's law is the observation that the number of transistors in a dense integrated circuit (IC) doubles about every two years. Moore's law is an observation and projection of a historical trend. Rather than a law of physics, it is an empir ...
in game budgets, with the average budget doubling about every five years after accounting for inflation. Koster reported average budgets were around by 2017, and could reach over by the early 2020s. Koster asserts these trends are partially tied to the technological Moore's law that gave more computational power for developers to work into their games, but also related to expectations for content from players in newer games and the number of players games are expected to draw.
Shawn Layden Shawn Layden (born June 25, 1961) is an American businessman and was the Chairman of SIE Worldwide Studios. Previously, he served as the president and CEO of Sony Interactive Entertainment America (SIEA), executive vice president and COO of So ...
, former CEO of
Sony Interactive Entertainment Sony Interactive Entertainment (SIE), formerly known as Sony Computer Entertainment (SCE), is a multinational video game industry, video game and digital entertainment company wholly owned by multinational conglomerate Sony. The SIE Group is ma ...
, affirmed that the costs for each generation of PlayStation consoles nearly doubled, with PlayStation 4 games have average budgets of and anticipating that
PlayStation 5 The PlayStation 5 (PS5) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 4 in April 2019, it was launched on November 12, 2020, in Australia, Japan, New Zealand, North Ame ...
games could reach . The rising costs of budgets of AAA games in the early 2000s led publishers to become risk-averse, staying to titles that were most likely to be high-selling games to recoup their costs. As a result of this risk aversion, the selection of AAA games in the mid-2000s became rather similar, and gave the opportunity for
indie game An indie game, short for independent video game, is a video game typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. ...
s that provided more experimental and unique gameplay concepts to expand around that time.


Indie development

Independent games An indie game, short for independent video game, is a video game typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. ...
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 of existing games. Indie developers are credited for creative game ideas (for example, ''
Darwinia Darwinia may refer to: * ''Darwinia'' (plant) Rudge 1815, a genus of Myrtaceae found only in Australia *''Darwinia'' Raf., a synonym of the legume genus ''Sesbania'' Adans. * ''Darwinia'' (video game), a 2005 video game by Introversion Software * '' ...
'', '' Weird Worlds'', '' World of Goo''). Current economic viability of indie development is questionable, however in recent years internet delivery platforms, such as, Xbox Live Arcade and
Steam Steam is a substance containing water in the gas phase, and sometimes also an aerosol of liquid water droplets, or air. This may occur due to evaporation or due to boiling, where heat is applied until water reaches the enthalpy of vaporization ...
have improved indie game success. In fact, some indie games have become very successful, such as ''
Braid A braid (also referred to as a plait) is a complex structure or pattern formed by interlacing two or more strands of flexible material such as textile yarns, wire, or hair. The simplest and most common version is a flat, solid, three-strande ...
'', '' World of Goo'', and '' Minecraft''. In recent years many communities have emerged in support of indie games such as the popular indie game marketplace
Itch.io Itch.io (stylized as itch.io) is a website for users to host, sell and download indie games. Launched in March 2013 by Leaf Corcoran, the service hosts over 500,000 games and items (assets, ebooks, music) . Itch.io also allows users to host ...
, indie game YouTube channels and a large indie community on
Steam Steam is a substance containing water in the gas phase, and sometimes also an aerosol of liquid water droplets, or air. This may occur due to evaporation or due to boiling, where heat is applied until water reaches the enthalpy of vaporization ...
. It is common for indie game developers to release games for free and generate revenue through other means such as microtransactions (in-game transactions), in-game advertisements and
crowd-funding Crowdfunding is the practice of funding a project or venture by raising money from a large number of people, typically via the internet. Crowdfunding is a form of crowdsourcing and alternative finance. In 2015, over was raised worldwide by crow ...
services like Patreon and
Kickstarter Kickstarter is an American public benefit corporation based in Brooklyn, New York, that maintains a global crowdfunding platform focused on creativity. The company's stated mission is to "help bring creative projects to life". As of July 2021, ...
.


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.


Locales


United States

In the United States, in the early history of video game development, the prominent locale for game development was the corridor from San Francisco to Silicon Valley in California. Most new developers in the US open near such "hot beds". At present, many large publishers still operate there, such as: Activision Blizzard,
Capcom Entertainment is a Japanese video game developer and publisher. It has created a number of multi-million-selling game franchises, with its most commercially successful being ''Resident Evil'', ''Monster Hunter'', ''Street Fighter'', ''Mega Man'', ''Devil ...
, Crystal Dynamics, Electronic Arts,
Namco Bandai Games is a Japanese multinational video game publisher headquartered in Minato-ku, Tokyo. Its international branches, Bandai Namco Entertainment America and Bandai Namco Entertainment Europe, are respectively headquartered in Irvine, California and ...
, Sega of America, and Sony Computer Entertainment America. However, due to the nature of game development, many publishers are present in other regions, such as Big Fish Games (Washington), Majesco Entertainment (New Jersey), Microsoft Corporation (Washington), Nintendo of America (Washington), and Take-Two Interactive (New York),


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 (IGF) or Game Developers Conference (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, developers can flock to an adjacent one or start another from the ground up. In an industry where only the top 20% 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.


See also

* International Game Developers Association *
List of video gaming topics The following outline is provided as an overview of and topical guide to video games: Video game – an electronic game that involves interaction with a user interface to generate visual feedback on a video device. The word ''video'' in ' ...
* Open source video games *
Software development process In software engineering, a software development process is a process of dividing software development work into smaller, parallel, or sequential steps or sub-processes to improve design, product management. It is also known as a software devel ...
* Video game controversy


References


Sources

*https://www.academia.edu/6639017/Challenges_in_video_game_localization_An_integrated_perspective *http://www.erudit.org/revue/meta/2012/v57/n2/1013949ar.html *The Game Localization Handbook (Charles River Media Game Development) Paperback – October, 2004, by Heather M(Heather Chandler) Chandler (Author) *http://bytelevel.com/global/game_globalization.html (Q&A with the author) *http://www.jostrans.org/issue06/art_ohagan.php


Bibliography

* * * * * * * * * * *


Wikis


Game Development Wiki
at Gamedev.net (discontinued and archived) {{DEFAULTSORT:Game Development