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* The DavidCronenberg film {{eXistenZ}} depicts Allegra Geller as the world's premiere game designer of the titular game. Aside from egregious playing straight of NoPlansNoPrototypeNoBackup, none of her associates even seem to have the slightest idea what eXistenZ is actually about. [[spoiler:Justified, as none of the people playing transCendenZ are professional game designers.]]
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* '''Producers''' foot the bill for the project as a whole and have various oversight roles, making sure that everybody else is doing what they're supposed to be, and is on time and budget. They have a reputation for being [[ExecutiveMeddling curmudgeonly bastards with no respect for Art]], but they have an important role [[ProtectionFromEditors keeping the project grounded in reality]]. Often the ''producers'' are a separate company from the ''developers'' (roughly, the first three groups, and sometimes the testers), which certain people -- [[FanDumb fans]], [[CowboyBebopAtHisComputer the media]], JackThompson -- are [[{{Misblamed}} apt to forget]].
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* '''Producers''' foot the bill for the project as a whole and have various oversight roles, making sure that everybody else is doing what they're supposed to be, and is on time and budget. They have a reputation for being [[ExecutiveMeddling curmudgeonly bastards with no respect for Art]], but they have an important role [[ProtectionFromEditors keeping the project grounded in reality]]. Often the ''producers'' are a separate company from the ''developers'' (roughly, the first three groups, and sometimes the testers), ''developers'', which certain people -- [[FanDumb fans]], [[CowboyBebopAtHisComputer the media]], JackThompson -- are [[{{Misblamed}} apt to forget]].
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* '''Testers''', as their name suggests, test the game for [[GameBreakingBug bugs]] and [[GameBreaker balance issues]]. This may be the least skilled job in production, but when their job isn't done then you end up with an ObviousBeta. Note that being a tester is ''not'' a slacker's dream job where you get to play awesome video games all day and get paid fat bucks for it. [[http://www.penny-arcade.com/comic/2010/1/25/ This]] ''PennyArcade'' comic (and [[http://www.penny-arcade.com/2010/1/25/ its accompanying news item]]) provide some insight.
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* '''Testers''', '''Quality Assurance''', as their name suggests, extensively test the game for [[GameBreakingBug bugs]] and bugs]], [[GameBreaker balance issues]]. This may be issues]], and hardware/software compatibility. While sometimes dismissed as glorified testers, a good QA developer is invaluable for making sure the least skilled job in production, but when game's design and programming are all working like they should. When their job isn't done then right, you end up with an ObviousBeta. Note that being a QA tester is ''not'' a slacker's dream job where you get to play awesome video games all day and get paid fat bucks for it. [[http://www.penny-arcade.com/comic/2010/1/25/ This]] ''PennyArcade'' comic (and [[http://www.penny-arcade.com/2010/1/25/ its accompanying news item]]) provide some insight.
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* '''Game Designers''' develop the concept and rules of the game. In an [[RealTimeStrategy RTS]], they decide what stats units have, in [[FirstPersonShooter FPSes]] they decide what guns do, and so forth. Generally they are led by a "Lead Designer" or similar, who is roughly analogous to a film director. Though they are arguably the most essential element in production, they tend not to show up much in media, since (unlike programmers, artists, or executives) most people [[WhatExactlyIsHisJob don't have a clear handle on what they actually do]].
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* '''Game Designers''' develop the concept rules, mechanics, and rules systems of the game. In an [[RealTimeStrategy RTS]], they decide what stats units have, in [[FirstPersonShooter FPSes]] they decide what guns do, and so forth. Generally they are led by a "Lead Designer" or similar, who is roughly analogous to a film director. Though they are arguably the most essential element in production, they tend not to show up much in media, since (unlike programmers, artists, or executives) most people [[WhatExactlyIsHisJob don't have a clear handle on what they actually do]].
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* '''Pre-alpha''': This covers the beginning of the game's development, starting from the basic idea. In early pre-alpha, the game generally doesn't exist outside of prototypes and concepts, which means it can be easy to make sweeping changes ("what if it was co-op?" "what if the player was a rabbit?" "what if we added aliens?"). Eventually, a core concept and feature set emerge and are agreed upon, and programmers begin to hash out the essential "features" -- the basic functions the game will need to do what they want it to. At this point, the in-house artist(s), if any, will work on "concept art" that defines the visual and audio styles.
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* '''Pre-alpha''': This covers the beginning of the game's development, starting from the basic idea. In early pre-alpha, the game generally doesn't exist outside of prototypes and concepts, which means it can be easy to make sweeping changes ("what if it was co-op?" "what if the player was a rabbit?" "what if we added aliens?"). Eventually, a core concept and feature set emerge and are agreed upon, and programmers begin to hash out the essential "features" ''features'' -- the basic functions the game will need to do what they want it to. At this point, the in-house artist(s), if any, will work on "concept art" ''concept art'' that defines the visual and audio styles.
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* '''Release''': After a protracted beta period, spent pounding bugs flat and polishing the assets, the game is ''finally'' ready to sell. However, this isn't necessarily the end of the job. Often the team is kept on to work on DownloadableContent or sequels. In addition, modern games are expected to be "supported" for a period after launch, meaning that programmings will be kept on to fix bugs and other problems that show up after release.
to:
* '''Release''': After a protracted beta period, spent pounding bugs flat and polishing the assets, the game is ''finally'' ready to sell. However, this isn't necessarily the end of the job. Often the team is kept on to work on DownloadableContent or sequels. In addition, modern games are expected to be "supported" for a period after launch, meaning that programmings programmers will be kept on to fix bugs and other problems that show up after release.
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** Of course, the ideas that a) the Pentagon would be vulnerable to such a botnet and b) an MMO would be the best way to create one are... dubious at best.
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* The titular game of ''StayAlive'' was apparently made by one guy drawing creepy pictures in a notebook. Over the course of the movie we see almost his entire house ''[[HeadDesk and he doesn't even have a computer.]]''
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* The titular eponymous game of ''StayAlive'' was apparently made by one guy drawing creepy pictures in a notebook. Over the course of the movie we see almost his entire house ''[[HeadDesk and he doesn't even have a computer.]]''
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Making VideoGames is a tricky business. While they're most often compared to movies, they have both their own culture and very different technologies driving them. A game is not only a complex computer program, it can have a full-blown GUI and render 3D graphics in real time (as opposed to the nearest non-interactive equivalent, CGI movies, which have the luxury of using existing software to "film" and can spend hours or even days on a single frame, rather than 1/60 of a second). The technologies involved also shift much faster than in movies. TV and movie writers, however, have very little in the way of first-hand experience with their sister industry (even game writing, which arguably overlaps the most with "normal" scriptwriting, requires to writer to make the gameplay and narrative complement each other). The result is this trope; other media tend to misunderstand the complex process of making a game. A few simple points that address common misconceptions are below:
to:
Making VideoGames is a tricky business. While they're most often compared to movies, they have both their own culture and very different technologies driving them. A game is not only a complex computer program, it can have a full-blown GUI and render 3D graphics in real time (as opposed to the nearest non-interactive equivalent, CGI movies, which have the luxury of using existing software to "film" and can spend hours or even days on a single frame, rather than 1/60 of a second). The technologies involved also shift much faster than in movies. TV and movie writers, however, have very little in the way of first-hand experience with their sister industry (even game writing, which arguably overlaps the most with "normal" scriptwriting, requires to the writer to make the gameplay and narrative complement each other). The result is this trope; other media tend to misunderstand the complex process of making a game. A few simple points that address common misconceptions are below:
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* More recently this idea has made a comeback, since DigitalDistribution services like Steam and the [=iPhone=] app store allow smaller developers to produce and sell simpler games. The prohibitive cost of "dev stations" (modified consoles which allow prototype versions of a game to be played on them) keeps this from working for big console releases or multiplayer {{Party Game}}s, and so-called "indie" games tend to be relatively short, with a simple ([[{{Retraux}} often retro]]) aesthetic.
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* More recently recently, this idea has made a comeback, since DigitalDistribution services like Steam and the [=iPhone=] app store allow smaller developers to produce and sell simpler games. The prohibitive cost of "dev stations" (modified consoles which allow prototype versions of a game to be played on them) keeps this from working for big console releases or multiplayer {{Party Game}}s, and so-called "indie" games tend to be relatively short, with a simple ([[{{Retraux}} often retro]]) aesthetic.
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Added other roles, development cycle. Revised to flow better. Minor de-cruft-ification.
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Making VideoGames is a tricky business. While they're most often compared to movies, they have both their own culture and very different technologies driving them. A game is not only a complex computer program, it's a full blown GUI which must render the best 3D graphics possible in real time (as opposed to the nearest non-interactive equivalent, CGI movies, which have the luxury of using existing software to "film" and can spend hours or even days on a single frame, which a modern game needs to render in 1/60 of a second). Not to mention the fact that the technologies involved shift much faster compared to movies. TV and movie writers, however, have very little in the way of first-hand experience with their sister industry (even writing game scripts requires some knowledge of how to ensure that the gameplay and narrative complement each other). The result is this trope; other media tend to misunderstand the complex process of making a game. A few simple points that address common misconceptions are below:
* The days of larger commercial games being made by a guy in his basement on his own are long (relatively speaking) gone. A commercially viable fully 3D game made from scratch would need a large team to put together, if only because of the many skill sets needed to put it together (someone to program graphics, physics, AI, level design, character model design, etc.).
** Note that there are open source libraries (collections of pre-written code) to handle some parts of this task, so someone could create a game with a smaller team if he used one of these (for example an {{API}} to handle the graphics) or licensed an existing GameEngine.
** More recently this has made a comeback, since DigitalDistribution services like Steam and the [=iPhone=] app store allow smaller developers to produce and sell simpler games. The prohibitive cost of "dev stations" (basically modified consoles which allow prototype versions of a game to be played on them) still makes the above true for big console releases or multiplayer {{Party Game}}s.
* There are roughly three different groups involved in the technical side of game production: programmers, designers and testers. These are not formal or standardised so the lines are blurred somewhat (for example, designers and programmers could test their own games, programmers probably know something about design, and designers probably know at least something about programming).
##Programmers write the skeleton and muscles of the game (as it were), they create the actual program which makes everything move, allows enemies to think and so on. When their job isn't done you end up with {{Vaporware}} (i.e. nothing), or at best, an obvious GameMaker work.
##Designers put the flesh and skin on this skeleton, without the models and textures the player sees then all the programmer's work would do is crunch numbers. Without their sounds and visuals PacManFever would still be a TruthInTelevision.
##Testers, as their name suggests, test the game looking for bugs for the programmers and designers to correct. This may be the least skilled job in production, but when their job isn't done then you end up with an ObviousBeta.
*** And note that being a tester is ''not'' a slacker's dream job where you get to play awesome video games all day and get paid fat bucks for it. [[http://www.penny-arcade.com/comic/2010/1/25/ This]] ''PennyArcade'' comic (and [[http://www.penny-arcade.com/2010/1/25/ its accompanying news item]]) provide some insight.
* A common way of showing that someone is making a game is to show a wire-frame (or other CGI) model in 3D modeling software. This establishes the work of a 3D artist or a level designer.
* Programmers don't deal entirely with code. Their program still has to render graphics, so they may well have something like the above on their screen.[[hottip:*:Note that some programming languages such as Visual Basic and C# ''do'' deal with what's shown on the screen in addition to having code that decides what the objects on the screen actually do, as opposed to how other languages like C (and its extended cousin, C++) pretty much exclusively consist of written code.]]
See also: PacManFever, UltraSuperDeathGoreFestChainsawer3000 (for misconceptions about gameplay which tend to appear more frequently) and SmallReferencePools.
* The days of larger commercial games being made by a guy in his basement on his own are long (relatively speaking) gone. A commercially viable fully 3D game made from scratch would need a large team to put together, if only because of the many skill sets needed to put it together (someone to program graphics, physics, AI, level design, character model design, etc.).
** Note that there are open source libraries (collections of pre-written code) to handle some parts of this task, so someone could create a game with a smaller team if he used one of these (for example an {{API}} to handle the graphics) or licensed an existing GameEngine.
** More recently this has made a comeback, since DigitalDistribution services like Steam and the [=iPhone=] app store allow smaller developers to produce and sell simpler games. The prohibitive cost of "dev stations" (basically modified consoles which allow prototype versions of a game to be played on them) still makes the above true for big console releases or multiplayer {{Party Game}}s.
* There are roughly three different groups involved in the technical side of game production: programmers, designers and testers. These are not formal or standardised so the lines are blurred somewhat (for example, designers and programmers could test their own games, programmers probably know something about design, and designers probably know at least something about programming).
##Programmers write the skeleton and muscles of the game (as it were), they create the actual program which makes everything move, allows enemies to think and so on. When their job isn't done you end up with {{Vaporware}} (i.e. nothing), or at best, an obvious GameMaker work.
##Designers put the flesh and skin on this skeleton, without the models and textures the player sees then all the programmer's work would do is crunch numbers. Without their sounds and visuals PacManFever would still be a TruthInTelevision.
##Testers, as their name suggests, test the game looking for bugs for the programmers and designers to correct. This may be the least skilled job in production, but when their job isn't done then you end up with an ObviousBeta.
*** And note that being a tester is ''not'' a slacker's dream job where you get to play awesome video games all day and get paid fat bucks for it. [[http://www.penny-arcade.com/comic/2010/1/25/ This]] ''PennyArcade'' comic (and [[http://www.penny-arcade.com/2010/1/25/ its accompanying news item]]) provide some insight.
* A common way of showing that someone is making a game is to show a wire-frame (or other CGI) model in 3D modeling software. This establishes the work of a 3D artist or a level designer.
* Programmers don't deal entirely with code. Their program still has to render graphics, so they may well have something like the above on their screen.[[hottip:*:Note that some programming languages such as Visual Basic and C# ''do'' deal with what's shown on the screen in addition to having code that decides what the objects on the screen actually do, as opposed to how other languages like C (and its extended cousin, C++) pretty much exclusively consist of written code.]]
See also: PacManFever, UltraSuperDeathGoreFestChainsawer3000 (for misconceptions about gameplay which tend to appear more frequently) and SmallReferencePools.
to:
Making VideoGames is a tricky business. While they're most often compared to movies, they have both their own culture and very different technologies driving them. A game is not only a complex computer program, it's it can have a full blown full-blown GUI which must and render the best 3D graphics possible in real time (as opposed to the nearest non-interactive equivalent, CGI movies, which have the luxury of using existing software to "film" and can spend hours or even days on a single frame, which a modern game needs to render in rather than 1/60 of a second). Not to mention the fact that the The technologies involved also shift much faster compared to than in movies. TV and movie writers, however, have very little in the way of first-hand experience with their sister industry (even writing game scripts writing, which arguably overlaps the most with "normal" scriptwriting, requires some knowledge of how to ensure that writer to make the gameplay and narrative complement each other). The result is this trope; other media tend to misunderstand the complex process of making a game. A few simple points that address common misconceptions are below:
* The days of larger commercial games being made by a guy in his basement on his own are long (relatively speaking) gone. A commercially viable fully 3D game made from scratch would need requires a large team to put together, if only because of together thanks to the many skill sets needed to put it together (someone to program graphics, physics, AI, needed: graphic programmers, physics programmers, AI designers, level design, designers, character model design, etc.).
** Note that there are open source librariesmodelers...
* Various "libraries" (collections of pre-writtencode) code), some open-source and some paid, have been developed to handle some parts part of this task, so someone could create a game task. Games with a smaller team if he used one of teams often use these libraries (for example an example, a standard {{API}} to handle the graphics) or licensed license an existing GameEngine.
** * More recently this idea has made a comeback, since DigitalDistribution services like Steam and the [=iPhone=] app store allow smaller developers to produce and sell simpler games. The prohibitive cost of "dev stations" (basically modified (modified consoles which allow prototype versions of a game to be played on them) still makes the above true keeps this from working for big console releases or multiplayer {{Party Game}}s.
*Game}}s, and so-called "indie" games tend to be relatively short, with a simple ([[{{Retraux}} often retro]]) aesthetic.
There areroughly three different a number of distinct groups involved in the technical side of game production: programmers, designers and testers. production. These are not formal or standardised standardized, so the lines are between them can be blurred somewhat (for example, designers and programmers could test their own games, programmers probably might know something about design, and designers probably know at least something about the basics of programming).
##Programmers * '''Game Designers''' develop the concept and rules of the game. In an [[RealTimeStrategy RTS]], they decide what stats units have, in [[FirstPersonShooter FPSes]] they decide what guns do, and so forth. Generally they are led by a "Lead Designer" or similar, who is roughly analogous to a film director. Though they are arguably the most essential element in production, they tend not to show up much in media, since (unlike programmers, artists, or executives) most people [[WhatExactlyIsHisJob don't have a clear handle on what they actually do]].
* '''Programmers''' write the skeleton and muscles of the game (as itwere), were); they create the actual program which makes everything move, allows enemies to think think, and so on. When their job isn't done you end up with {{Vaporware}} (i.e. nothing), or at best, an obvious GameMaker work.
##Designers * '''Artists''' (including visual artists, writers, animators, musicians, etc.) put the flesh and skin on this skeleton, skeleton; without the models and textures the player sees then all the programmer's work would do is crunch numbers. Without their sounds and visuals PacManFever would still be a TruthInTelevision.
##Testers,TruthInTelevision. One of the major debates in game design is whether good games tend to start with designers or these guys -- obviously, designers are essential for good gameplay, but starting with a solid story or art tends to make a more "cinematic" experience.
* '''Testers''', as their name suggests, test the gamelooking for bugs for the programmers [[GameBreakingBug bugs]] and designers to correct. [[GameBreaker balance issues]]. This may be the least skilled job in production, but when their job isn't done then you end up with an ObviousBeta.
*** And noteObviousBeta. Note that being a tester is ''not'' a slacker's dream job where you get to play awesome video games all day and get paid fat bucks for it. [[http://www.penny-arcade.com/comic/2010/1/25/ This]] ''PennyArcade'' comic (and [[http://www.penny-arcade.com/2010/1/25/ its accompanying news item]]) provide some insight.
insight.
*A common way of showing that someone is '''Producers''' foot the bill for the project as a whole and have various oversight roles, making a game sure that everybody else is doing what they're supposed to show be, and is on time and budget. They have a wire-frame (or other CGI) model in 3D modeling software. This establishes reputation for being [[ExecutiveMeddling curmudgeonly bastards with no respect for Art]], but they have an important role [[ProtectionFromEditors keeping the work project grounded in reality]]. Often the ''producers'' are a separate company from the ''developers'' (roughly, the first three groups, and sometimes the testers), which certain people -- [[FanDumb fans]], [[CowboyBebopAtHisComputer the media]], JackThompson -- are [[{{Misblamed}} apt to forget]].
Game developers have a variety ofa 3D artist or a level designer.
working environments (as one might imagine given the number of different jobs).
* Programmersdon't deal entirely with code. Their program still has to render graphics, so they may well have something Stereotype A, the screen full of unreadably-tiny code; most programmers are given small chunks of the game to work on, so only the head honchos usually have actual working copies of everything. Later in development, once the game has reached the alpha/beta stage, programmers will be called on to bug-hunt or otherwise make small modifications in the code, but the ability to see those changes in real time remains rare. (Most games take a non-trivial amount of time to compile, especially if changes have been made to art.)
* Some artists and designers have Stereotype B, the on-screen 3D model. This one shows up especially often in media, but isn't all that common in actual game design. ''Some'' games use a setup likethe above on this is design their screen.[[hottip:*:Note levels, maps, and so forth, but unless it is part of an existing engine, creating utilities for level creation is the responsibility of the programmers. Such utilities tend to be ''very'' game-specific and not suited for use with other projects; dress them up a little and they become "map editors" and the like for making user-created content.
* For the most part, artists such as animators and musicians use their own sets of industry-standard tools, not too different from what they might use in film or their own work. Many of these specialists are freelancers, contracted by the development studio on a project-by-project basis.
* Designers have unusual workspaces, which tend to vary depending on the type of game and personal preference. [[TheBigBoard Whiteboards]] and other means of mapping out information are common, since the designers often deal with problems such as interactions between rules, "cycles" of gameplay actions, and other processes thatsome lend themselves well to visual representation.
Making a game follows several stages, which determine who is working on the game and what they're doing at any particular point. Specific steps vary from company to company, but typically include:
* '''Pre-alpha''': This covers the beginning of the game's development, starting from the basic idea. In early pre-alpha, the game generally doesn't exist outside of prototypes and concepts, which means it can be easy to make sweeping changes ("what if it was co-op?" "what if the player was a rabbit?" "what if we added aliens?"). Eventually, a core concept and feature set emerge and are agreed upon, and programmers begin to hash out the essential "features" -- the basic functions the game will need to do what they want it to. At this point, the in-house artist(s), if any, will work on "concept art" that defines the visual and audio styles.
* '''Alpha''': The alpha stage begins once the game is "feature-complete" and has its essential framework in place. Writers, artists, and sound designers are called in to begin fleshing out the game. Levels, maps, etc. are designed and implemented as well. On the programminglanguages such as Visual Basic side, bugs are the rule rather than the exception at this point, and C# ''do'' deal with what's shown on much effort is put toward weeding them out.
* '''Beta''': At this point, thescreen in addition product is sufficiently developed to having code allow play, if not necessarily ''smooth'' play. Generally, a beta will include not just gameplay but also a first pass on story, art, and sound. Testing is the focus at this point, to the extent that decides what "beta" often refers specifically to the objects on testing process. Beta tests can be "in-house", which includes developers and full-time testers, or "open", which recruit much more broadly (often from players of the screen actually do, as opposed to how company's other languages like C (and its extended cousin, C++) pretty much exclusively consist games). In either case, beta-testers are often required to sign agreements to the effect that they won't reveal any details about the game.
* '''Release''': After a protracted beta period, spent pounding bugs flat and polishing the assets, the game is ''finally'' ready to sell. However, this isn't necessarily the end ofwritten code.]]
the job. Often the team is kept on to work on DownloadableContent or sequels. In addition, modern games are expected to be "supported" for a period after launch, meaning that programmings will be kept on to fix bugs and other problems that show up after release.
See also: PacManFever, UltraSuperDeathGoreFestChainsawer3000(for misconceptions (misconceptions about gameplay which tend to appear more frequently) games and gameplay) and SmallReferencePools.
** Note that there are open source libraries
* Various "libraries" (collections of pre-written
*
There are
* '''Programmers''' write the skeleton and muscles of the game (as it
##Testers,
* '''Testers''', as their name suggests, test the game
*** And note
*
Game developers have a variety of
* Programmers
* Some artists and designers have Stereotype B, the on-screen 3D model. This one shows up especially often in media, but isn't all that common in actual game design. ''Some'' games use a setup like
* For the most part, artists such as animators and musicians use their own sets of industry-standard tools, not too different from what they might use in film or their own work. Many of these specialists are freelancers, contracted by the development studio on a project-by-project basis.
* Designers have unusual workspaces, which tend to vary depending on the type of game and personal preference. [[TheBigBoard Whiteboards]] and other means of mapping out information are common, since the designers often deal with problems such as interactions between rules, "cycles" of gameplay actions, and other processes that
Making a game follows several stages, which determine who is working on the game and what they're doing at any particular point. Specific steps vary from company to company, but typically include:
* '''Pre-alpha''': This covers the beginning of the game's development, starting from the basic idea. In early pre-alpha, the game generally doesn't exist outside of prototypes and concepts, which means it can be easy to make sweeping changes ("what if it was co-op?" "what if the player was a rabbit?" "what if we added aliens?"). Eventually, a core concept and feature set emerge and are agreed upon, and programmers begin to hash out the essential "features" -- the basic functions the game will need to do what they want it to. At this point, the in-house artist(s), if any, will work on "concept art" that defines the visual and audio styles.
* '''Alpha''': The alpha stage begins once the game is "feature-complete" and has its essential framework in place. Writers, artists, and sound designers are called in to begin fleshing out the game. Levels, maps, etc. are designed and implemented as well. On the programming
* '''Beta''': At this point, the
* '''Release''': After a protracted beta period, spent pounding bugs flat and polishing the assets, the game is ''finally'' ready to sell. However, this isn't necessarily the end of
See also: PacManFever, UltraSuperDeathGoreFestChainsawer3000
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Natter.
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* The live action version of ''[[OneHundredAndOneDalmatians 101 Dalmatians]]'' had Roger's profession updated from music composer to games designer. The process of making a game apparently involved him taking a game (which he presumably made on his own) to a group of suits who let an [[AnimationAgeGhetto obnoxious child]] review it (apparently having played it for a few minutes) and give him feedback.
** The kid did provide some valid feedback, though. A good villain doesn't have to be a CompleteMonster; he just has to make you want to punch his face in.
** [[ExecutiveMeddling Sounds like exactly what a bunch of suits would do]].
** The kid did provide some valid feedback, though. A good villain doesn't have to be a CompleteMonster; he just has to make you want to punch his face in.
** [[ExecutiveMeddling Sounds like exactly what a bunch of suits would do]].
to:
* The live action version of ''[[OneHundredAndOneDalmatians 101 Dalmatians]]'' ''Disney/OneHundredAndOneDalmatians'' had Roger's profession updated from music composer to games designer. The process of making a game apparently involved him taking a game (which he presumably made on his own) to a group of suits who let an [[AnimationAgeGhetto obnoxious child]] review it (apparently having played it for a few minutes) and give him feedback.
** The kid did provide some valid feedback, though. A good villain doesn't have to be a CompleteMonster; he just has to make you want to punch his face in.
** [[ExecutiveMeddling Sounds like exactly what a bunch of suits would do]].feedback.
** The kid did provide some valid feedback, though. A good villain doesn't have to be a CompleteMonster; he just has to make you want to punch his face in.
** [[ExecutiveMeddling Sounds like exactly what a bunch of suits would do]].
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** Deconstructed in an [[http://threepanelsoul.com/view.php?date=2008-06-04 issue]] of ''ThreePanelSoul'', where the creators point out that video games aren't programmed by randomly mashing the buttons on a video game controller. Also, the last panel has one guy lamenting that his friend's mother's dementia is growing worse and worse every month.
to:
** Deconstructed in an [[http://threepanelsoul.com/view.php?date=2008-06-04 issue]] com/2008/06/04/on-level-three]] of ''ThreePanelSoul'', where the creators point out that video games aren't programmed by randomly mashing the buttons on a video game controller. Also, the last panel has one guy lamenting that his friend's mother's dementia is growing worse and worse every month.
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* ''NCIS'' episode "Kill Screen" has the lead programmer for an online game insert a sophisticated piece of code into the game with the intent to create a botnet supercomputer able to hack into the Pentagon. The company he works for is portrayed as a fairly large and successful organization and it is quite implausible that he would be able to sneak something like that into the program without it being detected by other programmers and testers (particularly since it ignores the fact that the software would be tested as above).
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* ''NCIS'' ''{{NCIS}}'' episode "Kill Screen" has the lead programmer for an online game insert a sophisticated piece of code into the game with the intent to create a botnet supercomputer able to hack into the Pentagon. The company he works for is portrayed as a fairly large and successful organization and it is quite implausible that he would be able to sneak something like that into the program without it being detected by other programmers and testers (particularly since it ignores the fact that the software would be tested as above).
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**perfectly possible in reality, especially for a lead programmer. Programmers are usually responsible for a distinct part of the app and are too busy to check what others are doing.
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* The days of larger commercial games being made by a guy in his flat on his own are long (relatively speaking) gone. A commercially viable fully 3D game made from scratch would need a large team to put together, if only because of the many skill sets needed to put it together (someone to program graphics, physics, AI, level design, character model design, etc.).
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* The days of larger commercial games being made by a guy in his flat basement on his own are long (relatively speaking) gone. A commercially viable fully 3D game made from scratch would need a large team to put together, if only because of the many skill sets needed to put it together (someone to program graphics, physics, AI, level design, character model design, etc.).
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* Commercials for Westwood College and Collins College follow this trope, as seen [[http://www.youtube.com/watch?v=p73stdpg3_8&feature=related"#t=m20s" here]] and [[http://www.youtube.com/watch?v=gwlE1aASc4g&feature=related here]]. It's a good thing that guy was there to notice the graphics need tightening up.
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* Commercials for Westwood College and Collins College follow this trope, as seen [[http://www.youtube.com/watch?v=p73stdpg3_8&feature=related"#t=m20s" com/watch?v=p73stdpg3_8&feature=related%22#t=m20s%22 here]] and [[http://www.youtube.com/watch?v=gwlE1aASc4g&feature=related here]]. It's a good thing that guy was there to notice the graphics need tightening up.
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* Commercials for Westwood College follow this trope, as seen [[http://www.youtube.com/watch?v=p73stdpg3_8&feature=related"#t=m20s" here]] and [[http://www.youtube.com/watch?v=gwlE1aASc4g&feature=related here]]. It's a good thing that guy was there to notice the graphics need tightening up.
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* Commercials for Westwood College and Collins College follow this trope, as seen [[http://www.youtube.com/watch?v=p73stdpg3_8&feature=related"#t=m20s" here]] and [[http://www.youtube.com/watch?v=gwlE1aASc4g&feature=related here]]. It's a good thing that guy was there to notice the graphics need tightening up.
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* An advertisement for Westwood College some years back promoting a game design degree featured two guys sitting on a couch with console controlers: it looks like they're totaly goofing off when their boss comes in, asks them how the level design is coming and leaves with the instruction to "tighten up those graphics!" (The commercial became a bit of a running joke in at least one Game Developer's Conference backchannel. Why can't ''we'' have Universal Graphics Tighteners, huh?)
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* An advertisement Commercials for Westwood College some years back promoting follow this trope, as seen [[http://www.youtube.com/watch?v=p73stdpg3_8&feature=related"#t=m20s" here]] and [[http://www.youtube.com/watch?v=gwlE1aASc4g&feature=related here]]. It's a game design degree featured two guys sitting on a couch with console controlers: it looks like they're totaly goofing off when their boss comes in, asks them how good thing that guy was there to notice the level design is coming and leaves with the instruction to "tighten up those graphics!" (The commercial became a bit of a running joke in at least one Game Developer's Conference backchannel. Why can't ''we'' have Universal Graphics Tighteners, huh?)graphics need tightening up.
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* ''NCIS'' episode "Kill Screen" has the lead programmer for an online game insert a sophisticated piece of code into the game with the intent to network the computers the game is installed on into a supercomputer able to hack into the Pentagon. The company he works for is portrayed as a fairly large and successful organization and it is quite implausible that he would be able to sneak something like that into the program without it being detected by other programmers and testers.
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** In addition to this, it ignores the fact that a mixed pool of testers (and thus less skilled players) would be quite desirable for QA purposes.
* ''NCIS'' episode "Kill Screen" has the lead programmer for an online game insert a sophisticated piece of code into the game with the intent tonetwork the computers the game is installed on into create a botnet supercomputer able to hack into the Pentagon. The company he works for is portrayed as a fairly large and successful organization and it is quite implausible that he would be able to sneak something like that into the program without it being detected by other programmers and testers.testers (particularly since it ignores the fact that the software would be tested as above).
* ''NCIS'' episode "Kill Screen" has the lead programmer for an online game insert a sophisticated piece of code into the game with the intent to
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* ''NCIS'' episode "Kill Screen" has the lead programmer for an online game insert a sophisticated piece of code into the game with the intent to network the computers the game is installed on into a supercomputer able to hack into the Pentagon. The company he works for is portrayed as a fairly large and successful organization and it is quite implausible that he would be able to sneak something like that into the program without it being detected by other programmers and testers.
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* ''NCISLosAngeles'' had Calen go undercover as a game tester. It quickly becomes apparent that he is horrible at it so the team cuts the power to the building before the real testers in the company can discover that he is faking.
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* The titular game of ''StayAlive'' was apparently made by one guy drawing creepy pictures in a notebook. Over the course of the movie we see almost his entire house ''[[WallBanger and he doesn't even have a computer.]]''
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* The titular game of ''StayAlive'' was apparently made by one guy drawing creepy pictures in a notebook. Over the course of the movie we see almost his entire house ''[[WallBanger ''[[HeadDesk and he doesn't even have a computer.]]''
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** Deconstructed in an issue of ''ThreePanelSoul'', where the creators point out that video games aren't programmed by randomly mashing the buttons on a video game controller. Also, the last panel has one guy lamenting that his friend's mother's dementia is growing worse and worse every day.
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** Deconstructed in an issue [[http://threepanelsoul.com/view.php?date=2008-06-04 issue]] of ''ThreePanelSoul'', where the creators point out that video games aren't programmed by randomly mashing the buttons on a video game controller. Also, the last panel has one guy lamenting that his friend's mother's dementia is growing worse and worse every day.month.
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let\'s put the entry-pimping elsewhere. Otherwise you might encourage the half-dozen worthy mentions that could be crammed into the article
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** Note that there are open source libraries (collections of pre-written code) to handle some parts of this task, so someone could create a game with a smaller team if he used one of these (for example an {{API}} to handle the graphics) or licensed an existing GameEngine. Think GarrysMod.
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** Note that there are open source libraries (collections of pre-written code) to handle some parts of this task, so someone could create a game with a smaller team if he used one of these (for example an {{API}} to handle the graphics) or licensed an existing GameEngine. Think GarrysMod.
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*** One of the especially well known examples of this trope being played straight is Toady One, sole developer of DwarfFortress. The game has been in development for four years, is still in alpha, and "The user interface is coming; it's not coming in your lifetime, but it's coming." This is because the entire game is being programmed ''and'' designed by [[OneManArmy one person]]. As you might expect, it's buggy, slow, and incredibly ''awesome''.
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Fixed terminology error (when it comes to computer science, programming isn\'t my specialty)
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* Programmers don't deal entirely with code. Their program still has to render graphics, so they may well have something like the above on their screen.[[hottip:*:Note that object-oriented languages such as Visual Basic and C# ''do'' deal with what's shown on the screen in addition to having code that decides what the objects on the screen actually do, as opposed to how other languages like C (and its extended cousin, C++) pretty much exclusively consist of written code.]]
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* Programmers don't deal entirely with code. Their program still has to render graphics, so they may well have something like the above on their screen.[[hottip:*:Note that object-oriented some programming languages such as Visual Basic and C# ''do'' deal with what's shown on the screen in addition to having code that decides what the objects on the screen actually do, as opposed to how other languages like C (and its extended cousin, C++) pretty much exclusively consist of written code.]]
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* One episode of ''LawAndOrderCriminalIntent'' featured a game designer as the murderer of the week. It portrayed him as being only one of two people working on a game, asking whether the lighting on a level he was designing was OK (a designer places lamps in a level, and the engine uses them to light the level) and a review apparently not only mentioned him by name but ''criticised his programming'' as being "sterile". As anyone who's read a review will know, an individual programmer won't be known by name, nor would a programmer be criticised for the graphics (that would be the job of the designer). But it turned out that the level had an EasterEgg of the designers name, and the designer was one of the owners of the company.
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* One episode of ''LawAndOrderCriminalIntent'' featured a game designer as the murderer of the week. It portrayed him as being only one of two people working on a game, asking whether the lighting on a level he was designing was OK (a designer places lamps in a level, and the engine uses them to light the level) and a review apparently not only mentioned him by name but ''criticised ''criticized his programming'' as being "sterile". As anyone who's read a review will know, an individual programmer won't be known by name, nor would a programmer be criticised criticized for the graphics (that would be the job of the designer). But it turned out that the level had an EasterEgg of the designers name, and the designer was one of the owners of the company.
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* ''GrandmasBoy'' is essentially this trope layered over a StonerFlick.
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* ''GrandmasBoy'' ''[=~Grandma's Boy~=]'' is essentially this trope layered over a StonerFlick.
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* The titular game ''StayAlive'' was apparently made by one guy drawing creepy pictures in a notebook. Over the course of the movie we see almost his entire house ''[[WallBanger and he doesn't even have a computer.]]''
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* The titular game of ''StayAlive'' was apparently made by one guy drawing creepy pictures in a notebook. Over the course of the movie we see almost his entire house ''[[WallBanger and he doesn't even have a computer.]]'']]''
* Averted in JohnSandford's "Prey series" where Lucas Davenport only comes up with the storylines and rules (he started out doing wargame scenarios) and leaves the coding to first, one expert, and later an entire building of them. [[ShownTheirWork He started out trying to do all the coding himself, but quickly realized that it was beyond him]].
* Averted in JohnSandford's "Prey series" where Lucas Davenport only comes up with the storylines and rules (he started out doing wargame scenarios) and leaves the coding to first, one expert, and later an entire building of them. [[ShownTheirWork He started out trying to do all the coding himself, but quickly realized that it was beyond him]].
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* Programmers don't deal entirely with code. Their program still has to render graphics, so they may well have something like the above on their screen.
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* Programmers don't deal entirely with code. Their program still has to render graphics, so they may well have something like the above on their screen.
screen.[[hottip:*:Note that object-oriented languages such as Visual Basic and C# ''do'' deal with what's shown on the screen in addition to having code that decides what the objects on the screen actually do, as opposed to how other languages like C (and its extended cousin, C++) pretty much exclusively consist of written code.]]
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* ''CSIMiami'' had an episode where a game executive [[spoiler: provided some teenagers with tech9s and encouraged them to act out events from his GTA clone to build up hype]].
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* ''CSIMiami'' had an episode where a game executive [[spoiler: provided some teenagers with tech9s TEC-9s and encouraged them to act out events from his GTA clone to build up hype]].
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* The chick-lit novel ''Lucy Crocker 2.0'' by Caroline Preston, OrSoIHeard (actually, it was written by the wife of a former professor). The heroine is a housewife and one-time artist who helps her programmer husband make wildly successful computer games. Unfortunately, Preston can't even accurately describe a woman checking her e-mail, much less what goes into designing a game. The process seems to consist of Lucy Crocker painting something with watercolors, and her husband scanning the image into his computer.
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* The chick-lit novel ''Lucy Crocker 2.0'' by Caroline Preston, OrSoIHeard (actually, it was written by the wife of a former professor).Preston. The heroine is a housewife and one-time artist who helps her programmer husband make wildly successful computer games. Unfortunately, Preston can't even accurately describe a woman checking her e-mail, much less what goes into designing a game. The process seems to consist of Lucy Crocker painting something with watercolors, and her husband scanning the image into his computer.
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The Games Factory and Wario Ware DIY don't involve engine programming, just some point-and-grunt scripting that even a designer can figure out
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##Programmers write the skeleton and muscles of the game (as it were), they create the actual program which makes everything move, allows enemies to think and so on. When their job isn't done you end up with {{Vaporware}} (i.e. nothing).
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##Programmers write the skeleton and muscles of the game (as it were), they create the actual program which makes everything move, allows enemies to think and so on. When their job isn't done you end up with {{Vaporware}} (i.e. nothing).nothing), or at best, an obvious GameMaker work.
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Of course the designer has a say in the lighting. Who else says where the lamps are?
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* One episode of ''LawAndOrderCriminalIntent'' featured a game designer as the murderer of the week. It portrayed him as being only one of two people working on a game, asking whether the lighting on a level he was designing was OK (lighting is handled by the game engine; a ''designer'' won't have much say in it) and a review apparently not only mentioned him by name but ''criticised his programming'' as being "sterile". As anyone who's read a review will know, an individual programmer won't be known by name, nor would a programmer be criticised for the graphics (that would be the job of the designer).
** Actually that was explained in a plot point. The level was revealed to have an EasterEgg of the designers name. Plus the designer was one of the owners of the company.
** Actually that was explained in a plot point. The level was revealed to have an EasterEgg of the designers name. Plus the designer was one of the owners of the company.
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* One episode of ''LawAndOrderCriminalIntent'' featured a game designer as the murderer of the week. It portrayed him as being only one of two people working on a game, asking whether the lighting on a level he was designing was OK (lighting is handled by (a designer places lamps in a level, and the game engine; a ''designer'' won't have much say in it) engine uses them to light the level) and a review apparently not only mentioned him by name but ''criticised his programming'' as being "sterile". As anyone who's read a review will know, an individual programmer won't be known by name, nor would a programmer be criticised for the graphics (that would be the job of the designer).
** Actuallydesigner). But it turned out that was explained in a plot point. The the level was revealed to have had an EasterEgg of the designers name. Plus name, and the designer was one of the owners of the company.
** Actually
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*** One of the especially well known examples of this trope being played straight is Toady One, sole developer of DwarfFortress. The game has been in development for four years, is still in alpha, and "The user interface is coming; it's not coming in your lifetime, but it's coming." This is because the entire game is being programmed ''and'' designed by [[OneManArmy one person]]. As you might expect, it's buggy, slow, and incredibly ''awesome''.