tiistai 27. toukokuuta 2014

The silver lining in a game production

I did a bit of research about the structures of a game production, and all sources presented the same basic factors. The design process went chronologically like this: Concept Development -> Design -> Implementation -> Testing -> Deployment. Yes, the order was quite predictable. However, in many cases the production has to jump a huge step back even in the very end of the process. A tiny error in coding, design or even the plot itself can push the release date of the game a year forward.
  Concept development is the phase where the whole process starts from scratch. It begins with a grain of an idea. The goal of the design phase is to produce a design document that can be given to a game development team (the actual programmers, artists and sound designers), and turned into a working game. From there, the package is mainly in the hands of the development team. Most game production teams are tiny, so the role of the producer is quite predictable: to be aware of everyone's doings, keeping up in every section (in coding too ;) ), looking after the budget and schedule etc. It's hard to admit, but in my opinion, the producer gets a bit too much credit for the game itself though he/she has basically nothing to do with the concept, the main factor that matters.
  Nonetheless, not one production is a replica, every case is unique. It's just the silver lining that stays.





Sources:

http://www.gamecareerguide.com/features/414/game_production_an_introduction.php
http://digitalworlds.wordpress.com/2008/04/10/the-process-of-game-creation-the-game-design-document/

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