HOW VIDEO GAMES ARE MADE! | Game Developers Republic | Skillshare

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

4 Lessons (18m)
    • 1. Creating Your Own Game

    • 2. How video games are made - Step 1 - PreProduction

    • 3. How video games are made - Step 2 - Production

    • 4. How video games are made - Step 3 - Post-Production

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About This Class

If you enjoy playing video games, you'll enjoy creating them even more!

Game development is more accessible than it's ever been in history, and with indie games such as Mindcraft, Super MeatBoy, Cuphead, and many others making millions of dollars, developing games can be much more than something you just do for fun in your spare time.


Now a days, playing video games is a popular pastime for people of all ages. So it’s easy to  think video games are no more than simply electronic toys, and can be made with a few clicks of a mouse.

But in reality, getting a game in the hands of consumers often times is a very long and tedious journey, that can take years from start to finish.

So how do they do it, how are games really developed?

Whether your looking to create a small indie game, a mobile game, or work with a big AAA game studio, the basic sequence of creating a game will remain pretty much the same, & falls into three stages.....

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Game Developers Republic

Creating games can be an exciting advent


Hello, we are the Game Developers Republic

As industry professionals & veterans with far more than a decade of game design, development, & asset creation experience, many of us have spent the better parts of our careers specializing in creating interactive training materials as well as games.

The game developers republic isn’t a business it’s a community, a collective of professionals & veterans that are willing to share there time, knowledge, & work in order to help other developers, artist, & designers avoid many of the mistakes, failures, & lessons we had to learn the hard way throughout our careers. It is our censers hope that the knowledge we pass along can help those that are looking to get in the game industry, develop independen... See full profile

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1. Creating Your Own Game: creating your own game could be an exciting adventure. Watching your ideas come to life on screen and the smiles or frustration and brings to your friends, family and even possibly the world as they experience your game For the first time, you bring a level fulfillment and accomplishment like none other. Whether you want to start your own indie game project or work with a small or large creative team of game designers and developers, there's never been a better time to start a career in the game development industry nowadays. Games air found virtually everywhere and played by people of all ages, from the casual games on your phone to the Triple A ones on your consuls. The game industry continues to grow year after year and is showing no signs of stopping any time soon. The game industry earned over $100 billion in 2017 with the average game developer and designer salaries being well over $80,000 a year. Game design and development can be accessible to anyone who has the driving motivation to learn what they wanted. Zanten develop a game level, just create assets to sporting in games development. We want to bring you the knowledge and techniques we've learned throughout our careers as modelers, texture artists, animators and game designers and developers. We know all too well. Developing a game can be daunting at times, especially if it's new to you. We can't count the number of times throughout our careers. We've been asked, Where do I begin to learn how to make games? How do I even get started? What software do I need? And most importantly, what skills do I need to get a job or get ahead in the game industry As industry professionals and veterans with far more than a decade of game design, development and asset creation experience, many of us have spent the better parts of our careers specializing in creating interactive training materials as well as games. So join us each week as we go through all the steps and process of gang develop in videos, interviews and interactive lessons. There will be easy to follow. Engaging, entertaining and accessible will not only give you all the knowledge you'll need, but all the tools you need as well with free original game assets and content. So no matter your knowledge or skill level you'll be able to follow along, learn and build the game of your dreams. It is our goal to use our knowledge of game development, an interactive instructional design to bring you easily accessible training that will teach you the steps you need to create the next great game. 2. How video games are made - Step 1 - PreProduction: getting started. How video games are made Playing video games is a popular pastime for people of all ages. For most people, the video game journey begins at the Apple Google play store, steam or video game store and ends at the couch. So it's easy to think games are no more than simply Elektronik toys and could be made with a few clicks of the mouse. But in reality getting the game in the hands of consumers, it's off the time of very long and tenuous journey that could take years from start to finish. Nowadays, video games combined all the grace elements of art and entertainment and place him in an interactive medium that can draw the player in and create a unique experience. Whether it's addictive thrill of a multiplayer shooter, the crop it of camaraderie of the M. O of the wonder and immersive storytelling of an RPG, Video games are one of the Onley mediums that not only allow us toe watch but interact influence and exist within their worlds. So how did they do it? How games really made, whether you're looking to create a small indie game, a mobile game or work with the large Triple A studio, the basic secrets of creating a game. We remain pretty much the same and falls in these three stages. Preproduction, production and post production. Preproduction phase preproduction is the first phase of the video game development production cycle, and it is critical to defining what your game is, how long it will take to complete how many people and or resource is you'll need and how much everything will cost. In a professional environment, preproduction can last from one week to more than a year, depending on the size and complexity of the project. A good way to gauge how long your pre production should be is pre production should be 10 to 20% of the total estimated time of the game development. So if you're working on an eight month project, your pre production should last a few weeks toe over a month. The three biggest components in pre production are the concept, the plan and prototypes. Every game begins with an idea whether your idea or concept is born from a story you've been dying to tell a unique form of gameplay you'd love the world to experience or a new piece of technology that you feel will really make your game stand out. A good idea is always the start of the pre production process. The plan is where all the information is put together and fleshed out in many professional studios. This will be recorded in what we call a game design document. The purpose of design documentation is to fully express the vision for the game, describe the contents, ensure the team members understand their roles and map out of production plan. That being said, game design documents are usually extremely long and detailed and could be quite time consuming to complete start to finish. However, there's a fair amount of debate in the industry on the actual effectiveness of a game design document. This is mainly due to the fact that no matter how well you document and plan a game, many elements will change drastically during the pre production and production phases. This can happen for a variety of reasons. Sometimes it's due to technical limitations, game mechanics not working well together hardware or software limitations or even key developers or artists leaving the project. Thankfully, over the last few years, many studios and developers seem to be acknowledging this and have began adopting the much smaller, simpler and more flexible Macro Design Document, a design concept spearheaded by Mark Cerny, the lead architect and producer of Sony's PlayStation four and PlayStation Vita, as well as a game industry veteran who's designed such titles as Uncharted God of War three and Kill Zone three, just to name a few. A macro design document is a very short, one or two page plan that contains high level descriptions and can be expanded upon as needed over the course of the games development. Whether you start with a full game design doc or a macro design dock, at the very least, your plan should include the game concept. The core game mechanics, game play features, gameplay, breakdown and projects co breakdown. The main goal of pre production is not on Lee to plan and fully flesh out your ideas, but also to prototype and test these ideas. Prototyping is creating a rough function herbal test of your games, mechanics functions, T E. C. And or art direction. In the early prototyping phase, actual game and art assets are unnecessary functions, and mechanics can be tested using primitive objects from the game engine free or purchased stand in assets. One of the keys to success in developing any game is to prototype a lot and prototype. Often this is especially important to new developers or when developing a feature or function you're unfamiliar with. Prototyping is extremely important in the pre production process, because prototyping is a very easy way to find your team's limitations and determining whether you'd like toe work around these limitations or extend your production timeto overcome them. Prototyping is key to helping you or your team set and establish a realistic, planned timeline of how long it will take to complete your game. It can also better help you find the most enjoyable and un enjoyable aspects in your core gameplay. Mechanics don't 3. How video games are made - Step 2 - Production: getting started. How video games are made. Production production is the main and longest stage of game development, at which point the game is actually developed in a professional environment. This is the phase where new staff and team members air hired for the various roles and new positions. The production vases focused on content, asset and code creation, as well as implementing content and completing the various tasks needed in the Games development. One of the most challenging aspects during this phase is balancing creativity with time management. Creating a game in an environment or team that can have fun be creative and experimental while staying on track is quite challenging. However, achieving this balance is how great games air made. The game production phase can be best summed up into these five categories. Vertical slice, pre Alfa alfa beta and gold vertical slice. A vertical slice is a section of the game, perhaps 5 to 30 minutes that is representative of what the final game will look sound and play like the vertical slice is an industrywide practice, especially when it comes to large scale game projects. For many large developers, its main purpose is to be used as a pitch when talking to studio heads to help them decide whether the game gets funded or not. However, even if you have no desire to find a publisher or additional funding, a vertical slice is a great tool to begin early testing and marketing of your project. Additionally, creating a small finalized portion of the game will help you or your team better gauge how long the games development time will be, which in turn will help you not only set a more realistic release state, but also help when creating deadlines and milestones during the production phase. Pre Alfa in Game Development three. Alfa refers to all activities performed during the Games development, but before official testing. This stage is where the majority of the content gets made. Its at this point where the artists create the characters and environments animators bring the characters and creatures toe life with movement, designers lay out the map and levels, and the programmers bring it all together by scripting all the functions, events and interactions. During this stage, it's important to keep in mind that you should work on all the most important core game elements first. Typically, things will have to be cut during in games development due to a variety of circumstances, but the most common ones are time and suitability. In the case of time, it's pretty straightforward going a professional environment, often times it's time versus impact, rather than not having enough time to finish or implement something. So essentially it boils down to. Is this worth spending your time on? Or rather, will not having this impact the game or the players experience in a negative way? And if the answer is no, is your time better spend on something that will impact the game or the player content cut for suitability reasons usually refers to stuff that just didn't fit well with the finalized state of the game. Oftentimes the game you or your team started out to make isn't quite the game you end up with. This can happen for a number of reasons and often time. The end result is far better than originally conceptualized. That being said, sometimes older or current assets or functions no longer fit, work well or turn out to be just not fun, so they no longer suit the game in its current state, Alfa the Alfa phase begins when the game is feature complete. At this point, the game is fully playable from start to finish. For the most part, however, during this phase it's common to have a few missing components as well as art assets in place that aren't finalized. But the controls, functionality and interface should be in a finalized state. The Alfa stage is about finishing and polishing the game rather than building or creating additional content in a professional environment. It's about testing and reaching the release date at this point. So if any feature or function needs to be dropped or minimized in order to do so, it would be at this stage during Alfa the Testing or Q. A department is in charge of ensuring each game mode, mechanic function and performance, work properly and record any inconsistencies, malfunctions, performance issues or errors in a bug sheet or bug database. Beta. After the game has passed the Alfa phase, it enters the beta phase during this phase that focuses on fixing bugs and the game is considered content complete. All assets are integrated into the game and the entire production process ceases. The gold during beta is to stabilize and optimize the project if need be and eliminate as many bugs as possible before the game is launched. At this point, it's best to prioritize the bugs from high to low, with high being, game breaking or quality offending and low being minor annoyances or small bugs that are extremely hard to replicate. In the beta phase, stability is your main goal. Gold. Once the game has passed the beta phase, it is considered gold. This is the point where all your weeks, months or years of hard work are paid off. At this point, the final game is sent to be tested by your publishing outlet, and if it's found to be acceptable, it's released to the public in the past. This would be the point where you and your team go into post production and have a chance to relax and enjoy the fruits of your labor for a bit before you start on your next project . However, now in many studios, members of the team will transition to working on bonus or downloadable content, game patches or other projects in development. Regardless, once you get to this point, you've officially released a game which is a major accomplishment all in itself, 4. How video games are made - Step 3 - Post-Production: getting started. How video games are made post production. Contrary to popular belief, the game development process doesn't end when the game is complete and released often times during the post production phase. Several subsequent versions or patches might be released that replace or improve upon the original game. A patch can be created and applied to fix software bugs or address performance issues. However, two of the most important aspects of post production are the postmortem and the closing kit . Post mortem. Learning from experience is the best way to improve the game development process for the future, and one of the methods of doing so is conducting a post mortem at the end of the production process. Even if you're game wasn't released or finished a post mortem consistent be a useful tool in learning from your mistakes and taking that knowledge to the next game you work on. After the game is released or the project is finished. A post mortem is essentially a meeting with you and your team. That gives everyone the opportunity to discuss the ups and downs of development and how the process and approach can be approved in the future. The main purpose of a postmortem is toe learn what methods worked and what didn't work during the game development process. In a post mortem, it's important not to point fingers or place blame on any individuals or set of team members. Instead, focus on the production process scheduling, planning, time management, implementing features and so forth. The main question you should ask yourself or your team during a postmortem is, Did we achieve the original goal of the game? We set out to produce what went right? What went wrong was the project scope deadlines, milestone features said, and quality expectations realistic when originally planned? And were we able to meet or achieve or exceed those? What are some of the lessons we learned during development? As important as postmortem is to highlight the production shortcomings in order to improve upon them in the future. It's also equally as important, if not more so, to highlight and praise all the accomplishments of you or your team were responsible for closing kit during post production. It's important that you or your team organized all the games, source assets and code into what we call a closing kid, so it's readily available for future use or reference. The closing kit is simply a compilation of all the design documents, code art, final game assets, music files and everything else that was used to create the game. Closing kids are especially useful if you or your team ever plan on creating a sequel or extended content such as DLC to your game. Several years ago, game development was a lot less complex, and the game could be thought up in developed in less than a few months. Nowadays, Game productions a lot more challenging and, depending on the size, can take teams of hundreds of people several years to develop. To make matters worse, no matter how good a team or idea is, unfortunately, there's no standard process to ensure the successful completion of every game. Even games that have been successfully released usually have several bumps along the way. So remember game production is not a science. Each game you work on will present new challenges. However, what game production may not be a science and differ from game to game. Common elements do exist in all gang develop, so learning from and knowing how to anticipate these challenges is what makes good game designers, developers and producers. I don't