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=== Design implementation === Before you consider implementing your design one thing that you should ponder as you consider implementation is how costly it will be, in time and money. You can monetize your game design (concept) by selling it to a game creation studio, or you can create an open source project for open implementation.

As you consider what to do, take also in consideration the marketability of the game you created and your objectives. Is it going to be free or are you selling it? If you are selling it, will people want to buy it? How are people going to hear about it? How much money and resources are you willing to spend on marketing this game? Do you have them and are they worth it?

The design phase will not survive the implementation intact, compromises and adaptations will become part of the process, as the game is implemented the design will need to adapt and evolve. As with any plan, the design will not survive unchanged its first encounter with reality in the field.

The implementation should also be seen as a sandbox where things will be tried out and pruned to meet the required objectives. You should only get worried in the later stages of implementation since at some point one must accept that too much changes will probably ruin the project.

If you stall in some section of your implementation, go back to your design references a see on how others before you handled the issues. You can, and should, be creative but you should expect that the someone has already found at least a workable solution to every issue, use you creative resources to build upon that in place of recreating something equal to what was already done before.


To do:
Cover the possibility of using Emulation to implement the games in newer platforms. Or developing games for older platforms.


Concept vs. abilityEdit

Before you start developing keep in mind to recognize between what you wish to try and do, and what you truly will do. work out the resources that you just have and compare them with the resources the project would require and modify consequently. If you've got plenty of resources however your idea is easy, maybe you'll expand it. And if you've got a sophisticated idea however easy resources, perhaps you would like to expand your resources.

After you've got saw all of those issues define the project, initial by how the sport can work and the way it's organized then chronologically by how you're visiting accomplish those things - it'd be useful to line a maturity date for yourself.


Consider your resources, what abilities do you personally have? Can you program, draw, and render a polygon? How much money do you have and how much time are you going to spend on it? Do you have the technology to build a game or do you need to get it? Do you know what you need?

Programming Languages

Graphic Design

Music composition


A video game is a really big project for someone to take on, especially just one person. It may be a good idea to do the project as a team bringing together all the resources you need to put together a good video game. It is almost impossible for only one person to create a game that people will actually enjoy. Being in game development requires you to have good social skills, because 99% of the time you will be working with a team of designers. It Is important that you build a friendly relationship with your fellow game designers to get the best results of a project.


Development phaseEdit

The testing and development phase are where the game is actually created. As you program, make graphics, compose music and collaborate these resources you will have a lot of testing and debugging to to do. Consider the following sections.




To do:
Mention the various models of development in relation to test process. Cover software testing best practices.