Hi everybody! This blog’s likely to be a little strange and giddy because I’ve got 3, count ‘em, 3 games trying to go beta as we speak!
Beta? What’s this beta, you ask? Aha! I think I may have stumbled across the subject of this week’s blog entry: <trumpet fanfare> The stages of video game development, as seen through the eyes of a producer!
Conceptual: The “conceptual” stage isn’t really an official industry term, but it sums up the place where all games start: an idea. At this point, game designers are coming up with character concepts, ideas for game play mechanics and all the nuts and bolts that will make the game the final product without actually doing the nuts and bolts design work. It’s at this stage that the game tries to get investors interested.
• Stress level: Delightful. All expense paid trip to Disneyland.
• Time intensity: All consuming, not that you’d notice. I love this part of a project.
• Essential materials: Caffeine, paper, pencils, aerodynamic squeezy toys, other co-workers to throw squeezy toys at, a boss who appreciates a creative idea about goats flying rocketships.
• Number of projects at this stage currently at Legacy: A lot.
Design: It’s at this phase where the game has gotten approval from the powers that be and the nuts and bolts design work begins. Game characters start being sketched out, scripts are written, levels are planned, maps and environments are drawn, enemies and puzzles are invented.
• Stress level: Light. House training an adorable but mentally handicapped puppy.
• Time intensity: Normal.
• Essential materials: Paper, pencils, caffeine, co-workers who won’t judge you for staring at the ceiling and drawing imaginary mountains while speaking out loud to no one in particular about the “rocket goat challenge”.
• Number of projects at this stage currently at Legacy: 9.
Pre-Alpha: Pre-Alpha is the stage where all the design is done (supposedly) and has been handed off to the programmers and artists to make it all a reality. Work is in progress, but it can be difficult to actually see the game through all the half-done art and partial programming. Producers have less to do directly with the game at this point, honestly, other than checking the progress of the programmers and making sure their work stays on time and on track. Most of our time is spent setting up all the things that follow at later stages, like approvals from third parties (like Nintendo or the movie company that owns the license), testing or acquiring music.
• Stress level: Surprisingly high considering it’s a lot of waiting for the producers. Think a young father-to-be pacing outside the delivery room.
• Time intensity: Normal. This is the stage closest to having a normal 9 to 5 job we get.
• Essential materials: Caffeine, patience, a comfortable chair, reference materials and pictures of how a goat might comfortably stand on a rocket at mach 3 for the artists.
• Number of projects at this stage currently at Legacy: 5
Alpha: Alpha is where the game is mostly together and mostly playable, but definitely unfinished. A lot of things in the game may still be “placeholder”, which means having a substitute for art, music or voiceovers that will appear in the final version of the game. It can be a little strange playing the alpha version of you hidden object game with Metallica placeholder music playing, but it proves that the game can support music and fulfils the alpha requirement.
Stress level: Medium.
• Time intensity: Large. This is the point when testing begins, and producers spend a lot of time test playing the game, directing communication between the different groups working on the game, and making sure everyone has what they need.
• Essential materials: Caffeine, optimism, co-workers who don’t mind you asking “does that look like a goat on a rocket to you?” at least twice a day.
• Number of projects at this stage currently at Legacy: 6
Beta: Beta is it! The double or nothing, the point you find out if all your work paid off or not. The game should be completely finished at this point except for finding bugs and fixing them. Around this point you start “localization work”, or translating the game into other languages, usually “FIGS” – French, Italian, German and Spanish.
• Stress level: High. Imagine keeping multiple plates spinning balanced on little poles, each with a kitten sitting on it staring at you adorably hoping you don’t let it fall.
• Time intensity: High. Kiss your spouse and pets good bye for a little while and hope they remember who you are when you finally get home.
• Essential materials: Caffeine, caffeine, caffeine, and understanding co-workers who will turn a blind eye whenever you start sobbing uncontrollably whenever you see a goat and/or a rocketship.
• Number of projects at this stage currently at Legacy: 3
Code-Release Candidate: Code release means you have a game where you believe you’re done. All bugs have been found and fixed, it’s got all the languages in it it needs, and it’s ready to be manufactured and shipped out to the customers. But just because you think it’s ready doesn’t mean it is. The Code Release candidate needs to be approved by many different groups. First off, the Quality Assurance department of the publisher needs to declare it “Gold” – that means the testers are satisfied that all bugs are fixed. If it’s a Playstation or Nintendo game, it needs to be approved by those companies, a nerve wracking challenge that has broken some of the hardiest producers. If it’s based on a licensed title, like our upcoming Igor titles, they need approval from whoever owns the name. Only after everyone who has anything to do with the game has approved it can it go to the manufacturer.
• Stress level: Ridiculous. Lucy working at the conveyor belt in the chocolate shop.
• Time intensity: Ridiculous. Sleep is a thing of the past, personal hygiene consists of glasses of water thrown on yourself by the water cooler.
• Essential materials: Caffeine, deadline extensions, co-workers who won’t set up a stuffed goat on a rocket in your cubicle and laugh as you hide under the desk and throw pencils at it in raw terror. You bastards.
• Number of projects at this stage currently at Legacy: 0, but 4 within the next month.
Code-Release isn’t the end either – just when you think the project is over, there’s always a little more to do with marketing, localization or getting rid of the inflatable goats people keep leaving in your car.
Until next time!
Donald E. Marshall
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