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How Games Are Made: From Concept to Launch and Updates

How a one-line idea becomes a real game, step by step: planning, prototyping, production, alpha and beta testing, release review, and post-launch updates.

#game development #development process #prototype #alpha and beta #live operations

A single game goes through more stages than you might think before it comes out. All you see on screen is the finished result, but behind it are countless discarded ideas, test builds, and fixed bugs. Some small games are made by one person in a few months, and some blockbusters are made by hundreds of people over several years, yet the flow they go through is surprisingly similar.

In this post, we divide game development into the following order: planning, pre-production and prototyping, production, testing and milestones, launch preparation and review, and post-launch operations. We focus on who does what at each stage and why each stage is necessary.

The People Who Make Games

First, let's look at who makes games. Depending on team size, one person may take on several roles, but the basic roles are generally as follows.

RoleWhat they do
Planner (designer)Designs rules, systems, levels, balance, and story
ProgrammerDevelops game logic, engine, servers, and tools
ArtistCharacters, backgrounds, UI, animation, effects
SoundMusic, sound effects, voice
QA (tester)Finds bugs, documents reproduction steps, checks quality
ProducerManages schedule, staffing, and budget, and coordinates between teams

On large projects, there's also a publisher that funds development and handles marketing and distribution. Publishers often set stage-by-stage goals (milestones) and pay for the next stage each time the developer reaches one.

Stage 1: Idea and Planning

Every game starts with a single line: "Wouldn't it be fun if there were a game like this?" This is called the high concept, a short sentence explaining the core of the game. The idea then goes through a pitch, where it's explained to investors, publishers, or the team internally, and the genre, target platforms, target players, core fun, and rough scope are organized.

The key question at this stage is "What action will players repeat, and why is it fun?" For a puzzle game, that's the process of solving one level; for an action game, it's the few seconds of fighting an enemy. This core repeating structure is often called the core loop.

The plan is organized in a game design document (GDD). In the past, some teams wrote documents hundreds of pages long all at the start, but these days it's more common to treat it as a living document that keeps being revised during development.

Stage 2: Pre-Production and Prototyping

This is the stage for checking whether the idea is actually fun before committing a lot of people and money. What's made here is a prototype. It's fine if the graphics are just squares and circles. The goal isn't a pretty screen but validating the core fun.

If the prototype isn't fun, the team may change direction or boldly abandon it. Giving up at this point is far cheaper than failing years later. Big decisions are also made at this stage, such as which game engine to use, what art style to go with, and how much time and how many people will be needed.

After the prototype, teams often make a first playable or a vertical slice. This means completing a portion of the game, for example one stage, to something close to final quality. Looking at it, you can gauge what the finished product will look like and how long the rest will take to make.

Stage 3: Production

Once the direction is set, production, the longest stage, begins. Designers fill in levels and numbers, programmers implement features, artists create characters and backgrounds in bulk, and the sound team adds music and sound effects.

The difficulty at this stage is that each discipline's work is interlocked. Animation can't be added until character models are ready, and balance can't be tuned until systems are complete. That's why most teams work by setting goals in short cycles and reviewing the results. It's also important to produce an actually runnable build each time so the whole team can see the same state.

The plan keeps changing even during production. Parts that turn out not to be fun once built get cut, and lower-priority features are dropped when time runs short. This is why people say deciding what to cut is harder than deciding what to add.

Stage 4: Alpha, Beta, and Testing

Development progress is usually divided into several milestones.

  • Alpha: All major features are in, and the game can be played from start to finish. Graphics and audio may still be incomplete, and features may change depending on test results.
  • Beta: All features and content are in, and the focus now shifts from adding new features to fixing bugs.
  • Gold master (release candidate): The final build confirmed for release. In the days of physical packages, discs were pressed from this build.

Throughout this process, the QA team plays the game repeatedly to find bugs and document how to make them happen again. Since fixing one part often breaks another, regression testing, which rechecks parts already verified, is also important. In closed and open beta tests with outside players, teams check not only bugs but also difficulty, server load, and player reactions.

As the release date approaches, a lot of work piles up at once, which can lead to long working hours, so-called crunch. It has long been pointed out as a problem within the industry, and efforts continue to leave slack in schedules and adjust scope.

Stage 5: Launch Preparation and Platform Review

Just because a game is finished doesn't mean it can be sold right away. It has to go through the procedures of the platforms and countries where it will be released.

  • Platform review: Console games must pass the manufacturer's technical requirements. Mobile games must comply with Apple's App Store Review Guidelines and Google Play policies, and violations can lead to a release being rejected.
  • Age ratings: Games receive age ratings through each country's rating agency or the IARC questionnaire.
  • Localization: If releasing in multiple languages, you need not only translation but also work to adapt expressions to each culture.
  • Store page and marketing: Prepare descriptions, screenshots, videos, and release date announcements.

These days, it's also common to sell to some players first through early access before the official launch. Steam launched this program in March 2013, and since then many indie games have chosen to complete their games while taking player feedback. Mobile games sometimes do a soft launch, releasing in only some countries first to gauge reactions.

Stage 6: After Launch, Updates and Live Operations

In the past, development ended once the discs were pressed. Now, launch is often not the end but a new beginning. When tens of thousands of real players start playing, bugs that testing missed inevitably surface, so patches follow right after launch.

For online games and free-to-play games, post-launch operations are as important as development. Teams regularly add new content and events, adjust balance based on play data, and respond to community feedback. This way of continuing a service is called live operations. Story-driven games, on the other hand, sometimes wrap up with bug fixes and a few pieces of additional content.

Summary: A Cycle of Building, Testing, and Fixing

We've explained the game development process in stages, but in reality it doesn't flow in only one direction. Teams sometimes go back to planning during production, or rebuild core systems after seeing beta test results. In the end, game development is a process of endlessly repeating "build it, test it, fix it."

That's also why the end credits of your favorite games run so long. The next time you play a game, remember that this whole process is built into every button you press and every screen that passes by, and the game may look a little different.

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