Video games development

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The game development is the process of creating a game, from the initial concept to the game in its final version. It is a multidisciplinary activity that involves professionals in programming, graphic design, animation, sound, music, acting, etc.

Development

Development is done by a game developer, which can vary from one person to a large business. Commercial video games for PC and video consoles are usually financed by a distributor and take several years to develop. Indie video games can take less time and can be produced cheaply by individuals and small developers. The independent video game industry has seen a rise in recent years with the growth of new online distribution systems and the mobile gaming market.

The first video games were developed in the 1960s, but they required large computers and were not available to the general public. The development of the commercial video game began in 1970 with the arrival of the first generation of video game consoles and home computers. Due to the high cost and low capabilities of computers, a lone programmer could develop an entire game. However, as the 21st century approached, increasing processing power and heightened consumer expectations made it difficult for a single programmer to produce a computer or video game. The average price of video game production slowly increased from $1-4 million in 2000 to over $5 million in 2005, and then to over $20 million in 2010. However, mobile independent, or based on, video games the web can cost much less.

Process

For the creator to do this in the development of a video game, they generally do the following process:

  • Conception of the idea of the video game
  • Design
  • Planning
  • Preproduction
  • Production
  • Tests
  • Maintenance

The process is similar to creating software in general, although it differs in the large amount of creative input (music, story, character design, levels, etc.) required. The development also varies depending on the target platform (PC, mobile, consoles), the genre (real-time strategy, RPG, graphic adventure, platforms, etc.) and the form of visualization (2D, 2.5D and 3D).

It should be mentioned that game design is usually considered an iterative creation process, this means that designers will have to go through each of these steps repeatedly (changing and improving aspects) until they consider that the result is the same. better.

Conception

When having an initial idea in mind, this stage begins in which they must raise the fundamental aspects that will make up the video game, among which are:

  • Gender: Within which genres the game will develop. If it does not correspond to a well-known genre, the characteristics should be specified.
  • Gameplay: what will generate fun when playing it.
  • Concepts: some loose ideas about how the game should look about characters, atmosphere, music, etc.

For the development of these and to facilitate their creation, active thinking methods or brainstorming can be used, since it is the initial stage, or conceptualization. They can use simple techniques like web or word bubble.

Design

In this phase, all the elements that will make up the game are detailed, giving a clear idea to all the members of the development group about what they are like. Among these elements we have:

  • History: a way in which the characters of the game and the history of the world (or a specific planet) will unfold. Almost all games have history.
  • Guion: the process begins with a meeting of the entire development team, so that the whole team has the opportunity to contribute their ideas or suggestions to the project. From here the team of script works to get a draft in which they will be embodied what the goals will be in the game, the parts in which it will be divided, the context in which the action will be developed, which and how the main characters of the game will be, etc.
  • Conceptual art: the general aspect of the game is set. At this stage a group of artists are responsible for visualizing or conceptualizing the characters, scenarios, creatures, objects, etc. These artists are based on the original ideas of the creators and then deliver a series of printed or digital proposals on how the game will look. Subsequently, the art director will be responsible for choosing from among the options those that adhere more to the original idea. Sometimes conceptual artists remain throughout the production process, but the usual thing is that they only participate in the early stages of the process.
  • Sound: detailed description of all the sound elements that the game needs for its realization. Voices, environmental sounds, sound effects and music.
  • Game Mechanics: is the specification of the overall operation of the game. It is dependent on the genre and points out how the different virtual entities will interact within the game, that is, the rules that govern this.
  • Programming design: describes how the video game will be implemented in a real machine (PC, console, mobile, etc.) through a certain programming language and following a certain methodology. Generally in this phase, UML diagrams are generated that describe the static and dynamic operation, the interaction with users and the different states that will pass the videogame as software.

From the entire design phase it is necessary to generate a document called Design Document, which contains all the art, mechanical and programming specifications.

Planning

In this phase, the tasks necessary for the execution of the video game are identified and distributed among the different components of the development team. Deadlines are also set for the execution of these key tasks and meetings, with the help of activity diagramming tools such as GANTT and PERT.

Preproduction

During the pre-production stage, the project is assigned to a small team, in order to verify the feasibility of the idea.

This team will work to create a level or environment of the game, getting as close as possible to the final product. Pre-production is one of the most critical parts of the process as it will determine the viability of the game.

Production

Here all the tasks specified in the planning phase are carried out, having the design document as a fundamental guide. This includes, among other things, the coding of the program, the creation of sprites, tiles and 3D models, recording sounds, voices and music, creation of tools to speed up the development process, among others.

  • Programming: Most games are programmed using the C++ language as it is a middle-level language that allows quick access to the hardware components of a computer or game console that makes it more accessible.
  • Illustration: 2D games should be illustrated by experienced artists, who work taking into consideration the technical limitations of the hardware on which the game will run, this includes: quantity of colors available, size of sprites, final resolution of sprites and formats to be used. 2D artists are also responsible for preparing the animations of the game.
  • Interface: is the way you will see the elements of the graphical user interface and the HUD, through which the user will interact with the game.
  • 3D animation and modeling: artists use three-dimensional modeling and animation tools such as 3DS Max, Maya, XSI/Softimage, Blender (which is not commercial), etc. But they also use tools developed internally that facilitate some of the most common functions of the game creation process.
  • Sound: Sound engineers are responsible for creating sounds for each object or character of the game. They can create sounds from scratch or use ambient sounds and modify them according to their needs.

Tests

As in other types of software, video games must go through a stage in their development where errors inherent to the programming process are corrected and their functionality is ensured. In addition, unlike those, video games require a refinement of their fundamental characteristic, that of producing fun in an interactive way (playability). Generally, this stage is carried out in three phases:

  • Physical tests: are carried out by the designers and programmers of the game. Prototypes are created that simulate events that can happen in the game. A physical prototype can use paper and pencil, index cards, or even be acted out. Based on the results of these tests you can make a better approach to the video game balance, they can prevent programming problems. The aim is to play and perfect this simplistic model before a single programmer, producer or graphic artist are increasingly introduced into the project. In this way, the game designer receives instant feedback on what game players think and can immediately see if they are achieving their goals.
  • Alpha tests: they are carried out by a small group of people, who are previously involved in development, which may include artists, programmers, coordinators, etc. The purpose is to correct the most serious flaws and improve playability features not contemplated in the design document.
  • Beta tests: these tests are carried out by an external team of players, whether they are hired for the occasion or are a component group of the project (QA group). Of these tests, the video game should go out with the least possible number of minor defects and no medium or critical defects.

Maintenance

Once the game reaches its final version (RTM) and is published, new bugs will appear or possible improvements will be detected. It is necessary to collect all possible information from the players and from there make the appropriate changes to improve the game in all its aspects, be it design, gameplay, etc. These fixes or improvements are delivered to users in the form of patches or updates, which can sometimes include some new features for the game.

Sometimes, developers go further -especially if the video game has done well commercially- and make a considerable expansion in the contents or in the phases of the video game that is usually put on sale at a lower price than the original game and that is known as an expansion.

Functionality

Functionality is a key factor for game development, production, and release. Functionality is achieved when, through correcting game mechanics and dynamics, a player, without help from developers, you can play without any problem. This point is carried out from the conception and development of the game tests, carrying out the tests is the only way to refine the functionality process. A clear example that the game is functional is when in the tests the players can complete the goals or expected achievements in the time that was planned with the instructions that the game itself gives them. Within the functionality there are other concepts such as:

  • Inner Base game: this point also refers to the dynamics and rules of the game. The inner base of the game requires completeness, this means that there are no elements within the game that compute the game plan and its flow. There are three main problems that can cause the basis of the game not to be completed:
    • Non-clear rules: factors such as rules that contradict other rules, rules that confer unjust advantages or rules, that by translation errors (in case of being imported games) or grammatical errors, have no meaning, and that cause the game not to move forward or that force the player to improvise with elements that break with the entire internal basis of the game and must be fixed as soon as possible.
    • Loopholes: these elements are considered flaws in design, structure, flow or game programming, of which players can get unfair advantages. The ability to cross walls within the game (which is commonly called clipping within the player community), raise player advantages through repeating acts within the game (to perform simple actions such as opening blocked chests or locks, block them again and reopen them to gain more experience), or to use the scenario and the mechanics of enemies to eliminate them and decrease the level of difficulty of the level are considered examples of loopholes. These elements are difficult to locate even with the entire test process and are often detected when the game has already been published. At this point the correction of these errors is carried out in the maintenance of the game, through patches and updates.
    • Callejones without exit or dead ends: non-clear rules factors or programming or design errors can create dead ends. These elements are dead points in the game, where the player can no longer advance in the game and must restart it. These problems are a priority for the refinement and functionality of the game and must be fixed as soon as possible.
  • Balance: it is the process of making the game meet the goals assigned to it, based on the player's experience. That dynamics and mechanics, even if they can be used in infinite variations, can still achieve the objectives. In the multiplayer game, it is called The game must be fair.

Types of developers

Game developers fall into three categories: third-party developers, internal developers, and smaller independent developers. Developers typically hire a group of programmers, game designers, artists, sound engineers, producers, and testers, although some of these roles may be external. Confusingly, an individual person within any of these roles may be called a game developer. They can also be classified as follows:

  • First Developers: the term first developer or Principal (first-party developer in English) is the one that is part of a company that owns some console of the market. These developers are entirely owned by the company to which they belong, so they only develop video games exclusively for the consoles of that company. This type of developers are also known as internal developers. These may have been founded by the same company or acquired.
  • Second Developers: The term developer second or Secondary (second-party developer in English) is the developer who, without being a subsidiary of a company owned by a video console of the market, creates its video games exclusively for one of these platforms. Companies usually have some participation in these developers, although they do not manage them as properties. This exclusivity may also be due to treatments that have been signed between the company and the developer.
  • Third-party developers: the term third-party developer or third parties (third-party developer in English), is the name with which companies that develop software freely for any type of platform, without maintaining exclusivity with any, although it is also about programs that accept files from other programs. Especially applies in video games.

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