Make a game by developing the game idea and game design first. A game idea is the overall plan for a game, and it’s the easiest way to start thinking in game design terms. It’s an RPG set in the wild west, for instance. It’s a single concept with some conceptual ideas of how the idea is played. Plan out the steps of the idea’s game design next. Game design covers concepts like game mode, art style, game genre, and many others. Determining these concepts help create a framework.
Research games similar to the game idea to see how past developers have created their games. There’s still an opportunity to innovate, even if the game idea has been done before. Keep track of the type of game engine the games use, too, as it might be the easiest way to develop the original game, too. Determine what these games do best and worst to avoid making any mistakes in the game’s design. Speak with the game’s target audience about the game idea to see if they think the game sounds fun, too.
Start building small mechanics to develop programming skills and determine which engine best suits the team’s skills and needs. Enhance those mechanics further by upgrading visual effects, smoothing animations, and adding in sound effects. Link the mechanics together to form a core gameplay loop, then test it on the target audience to determine if the core gameplay loop is fun. Scale the team and game if the loop receives positive feedback. Test throughout game development, then launch the game through a distribution platform and prep for post-launch bugs and feedback.
1. Determine what type of game
Determine what type of game to make by understanding the core principles of game design and how they define a game. Video games are composed of various elements, including mechanics, behavior, and assets. Begin by creating a game design document by identifying the key aspects of the game. The following game design concepts will help guide filling out the game design document.
Decide which game genre best fits the game idea. It’s critical to consider the game’s genre early in the design process as it will influence other game design choices later. Mechanics, themes, setting, and narrative all vary drastically between genres. The following genres are some of the most popular in the gaming industry. Determine what other game design elements to include on the game design document based on the game’s genre.
- FPS: First-Person-Shooter games incorporate design considerations such as level layout, weapon balance, enemy AI, and player movement mechanics. They use a first-person perspective and typically focus on combat gameplay.
- RPGs: Role-Playing games come with design considerations like creating compelling narratives, designing meaningful choices, balancing character classes and abilities, and managing progression systems such as leveling and loot. They’re played in first-person perspective or third, sometimes both, and focus on player-choice narratives with combat sprinkled in.
- Turn-Based: Turn-Based games are a subgenre that fit under one of the larger game genres like RPGs or survival. They feature a different iteration of combat where the player only acts on their turn during rounds. It emphasizes strategy and careful use of resources like power-ups or healing items.
- Platformer: Platformer games either use 2D or 3D art and rely on the player’s quick reflexes to navigate through challenging levels. Level design is critical in platformers since it makes up the core gameplay. Combat is sometimes present, too.
- Survival: Survival games feature resource management, environmental hazards, and depending on the subgenre, crafting and combat. Some offer single-player experiences while others include multiplayer. Survival games with an RPG subgenre even feature a narrative story.
- Rhythm: Rhythm games use music, or other innovative sounds, to drive the action. Players typically have to match the beat to complete levels. Some rhythm games focus on dancing instead of the use of controllers or a keyboard.
- Battle Royale: Battle Royale games rely heavily on multiplayer arena combat. Players make up teams and fight against each other. Combat is the primary focus, although some battle royale games try to weave a narrative behind all the fighting.
- Survival Horror: Survival horror games use game design concepts like atmosphere, narrative, and pacing to create moody, frightening, experiences. Some survival horror games use combat while others prefer puzzles or stealth mechanics. Level design is another important element since it drives the “game feel” experience.
- Puzzle: Puzzle games feature a heavy emphasis on puzzles to proceed through the game. They use either the first-person or third-person perspective. Some puzzle games double as platformers, although puzzle games typically focus on logic-based challenges rather than quick reflexes.
Narrow down the target audience once the genre is decided. Understanding the target audience age group ensures the game idea is appropriate for them. A survival horror game isn’t going to sell well if the target audience is young children, for example. Match the game genre’s category with the target audience’s interests to ensure it’s attracts them to the game. A battle-royale game isn’t an effective genre, or even a game subgenre, if the target audience has an interest in farming and crafting.
Deciding the game mode is the next crucial part of game design because it refers to a set of rules or behaviors that determine how gameplay works. Find out which mode type is most beneficial to the game being made, and then use this information to guide the rest of the game’s development. Different game modes have different expectations from players. A single-player game shouldn’t advertise itself as having multiplayer if that isn’t the case, for example. Here are a few common game modes.
- Singleplayer: A game mode played by a single person
- Multiplayer: A game mode played by two or more players
- Creative: A game mode session structure that turns off most penalties, like death or stamina usage
- Survival: A game mode that uses game mechanics like hunger, thirst, and crafting
- Deathmatch: A game mode that pits players against each other to achieve a goal
Choose the game setting that fits the game’s universe next. It determines the game’s theme and atmosphere, or what the game feels like to a player. It also includes the game’s narrative, which covers elements such as the world’s lore, the characters involved, and the locations players visit. Dragon Age: Origins’ setting is the world of Thedas, for example. Its narrative is a Blight affecting the country of Ferelden. Build out the game’s setting by thinking about the universe that players will explore.
Target audience interests matter when choosing the game setting, too. RPG players have expectations for a game setting that takes place in a fantasy or space setting, for example. Consider whether the game setting already has a pre-existing player base or if one will need to be built from scratch. The genre also matters for the target audience age group. Not every genre fits every age group. Young children won’t benefit from a game genre that relies on deep lore and open-world exploration, for example.
Narrative tone describes the game’s mood. Dark Souls has a grim narrative tone, whereas Stardew Valley has a cozy and optimistic tone. Focus on narrative concepts rather than actual lines of dialogue at this stage. Decide the overall story, the characters involved, and the obstacles or enemies standing in their way. Leave the details for later, but keep in mind the tone of the story to conceptualize other aspects of the game idea.
Art style is another part of game development that covers elements like animation style and the game’s atmosphere. Game genre and subgenre determine the aesthetic of a game. A game in the cozy farming genre commonly uses stylistic art, for example. FPS tactical shooters commonly use hyper-realistic art. Start thinking about the type of art style that is appropriate for the game idea.
Conceptualize the animation style of the game idea. Animation refers to how characters move, certain UI elements, environmental effects, and object behavior. Consider how a tree moves in the game. Does the game genre impacts the animation style? A cozy game commonly uses a cute animation style to show trees rustling in the wind. A realistic survival game commonly uses realistic physics to affect and animate its trees.
Brainstorm common, or expected, game mechanics used in the game idea’s genre. The mode type of the game is a helpful guide to determine the type of game mechanics required for the game. FPS games often share common control schemes, even when developed by different game studios. The “Shift” key on a keyboard is commonly used to toggle sprinting regardless of the studio behind the game, for example.
Think about top-level game mechanics, too. Don’t start scripting or coding yet, but consider the types of interaction systems the game requires. A shooter game will require health and attack game mechanics, while an RPG will require level progression mechanics. List out the type of game mechanics the team will need to create to bring the game idea to life.
2. Collect examples of games that are similar to your game idea
Collect examples of games that are similar to the game idea to define the game design framework. Determine which collected games relate to the game idea, then learn how the developers designed them to incorporate them into an original game idea. Here are some popular games with certain game design elements to serve as examples.
Research Quake multiplayer to build an arena game mode that has become the gold standard for many other arena-based mode types. Quake’s multiplayer was one of the first few selected as a candidate for electronic sports. The deathmatches and quirky, unnatural, behavior of its multiplayer locomotion made the game popular. Players are able to bunny hop or jump-strafe, as well as stop their movement immediately, for example.
Break down Portal to understand physical and narrative humor. Portal’s humor is unique and remains one of its memorable elements. Craft humor that aligns with the target audience to make the game unforgettable. Portal’s physics is also unique and worth researching. Learn how to create a Portal puzzle to research puzzle design, particularly environment puzzles.
Half-Life transformed the FPS genre. It was originally created because the developers believed that FPS games had become stale. FPS games were simplistic, behaving mostly as just shooting galleries. Half-Life transformed FPS by linking it tightly with narrative and introducing new interaction mechanics. Players could use objects to create stackable ladders to navigate to new areas, for example. Half-Life provides an example of innovation. Consider innovating the game idea on existing genre or game mode concepts.
Build an adventure game by researching Myst. Myst is a puzzle and adventure game that pushed the bounds of what games were capable of back in the early 1990s. Adventure games at the time had similar gameplay loops. Myst used a non-linear storyline and gave very little information about the player character at the start of the game. Myst puzzles became the main gameplay loop that allowed players to progress in the game.
Examine BioShock’s narrative and level design to create a unique atmosphere that drives the game’s story. Research how the developers created that narrative, what makes it interesting and engaging, then take those lessons and implement them in an original game idea. BioShock’s steampunk aesthetic serves as an example of how art style impacts storytelling.
Research DOOM’s level design when making a horror game. Horror games are challenging to pull off well. Study DOOM’s atmosphere, monster designs, and story to see how its level design and art style create a terrifying narrative. DOOM multiplayer also made deathmatches popular, with Quake building off of it. Break down how DOOM’s multiplayer works alongside Quake’s multiplayer to determine which structure works best for the game idea.
3. Play through the collected games and make notes
Play through the collected games and make notes about what is enjoyable and what isn’t satisfying gameplay. Trim the types of gameplay that aren’t satisfying and keep the gameplay that players enjoy. Pay attention to the specific research criteria in the collected games. Make notes on Quake’s multiplayer structure and game mechanics, but ignore its narrative design, if you’re researching Quake multiplayer, for example. Below are some ways to take notes while playing through the collected games for research.
Understand timestamp tracking to help refer to certain parts of a game, to revisit them later. Write in shorthand with the timestamps to clarify what to look for in the game after the initial playthrough. Collected game diversity is important, too. Play enough games and take notes on the particular gameplay element or game mechanic to have a large set of data.
Analyze the collected games to see if certain gameplay mechanics got in the way of having fun. A mechanic might be well-designed on its own but clash with the game’s intended tone or mood. Overly complicated crafting systems will break the pacing of a fast, action-packed adventure, making the experience feel tedious instead of exciting, for instance.
Use gameplay engagement metrics to see if and when players stop playing at the same point in the game. Large numbers of players who stop at the same point in the game indicate that there’s a problem with it. Research to see if this stopping point is common among the player base, then test to see if the problem is technical or caused by bad design. An interaction mechanic that is broken is a technical problem, for example.
Conduct a gameplay analysis difficulty assessment to determine if a mechanic or core gameplay loop is too challenging. Focus on the difficulty curve and note how the game scales the difficulty in tandem with player advancement. Determine whether the scale occurs too slowly or too fast. Test engagement with a core gameplay loop, too. Ask players whether the quests keep them engaged or if players skip over the quest due to a lack of enjoyment.
Focus on user experience immersion. Determine whether the gameplay rules are clear or affect the user experience. Unclear rules increase the challenge of the level unfairly, which impacts immersion and fun. Consider whether the game makes it obvious how to climb in the level if it contains a climbing feature, for instance. Test the tutorial or help menu to see if it is easily accessible and clear in teaching the game to the player.
4. Follow the Sid Meier rule
Follow the Sid Meier rule to create gameplay loops and sequels that players love. Sid Meier adheres to the Rule of Thirds when developing a game or planning the design of a game sequel. The Sid Meier Simplicity rule is as follows.
- 1/3 original
- 1/3 improved
- 1/3 new
Leave a third of the game, or gameplay loop, in its original state. Add the same gameplay loop with a slight variation if one loop has the player defeating enemies. In Civilization, the core gameplay loop is to take over an enemy’s territory, for example. That loop is consistent throughout the game, although the methods of doing so might be different each time. A player might go to war to claim a territory or use diplomacy, for example. The core gameplay loop remains the same.
Improving a third of a specific aspect of the game or gameplay loop is the next stage. In Civilization, this aspect of Sid Meier’s Rule of Thirds plays out in the form of improving features. Think of it as quality of life changes that the developing team introduces over time. Conquering territory is the original gameplay loop of the game, but improvement comes in making the UI easier to read or to make the rules clearer on how territory expansion works.
Implementing a third of the game with new gameplay loops or content is the final stage. In Civilization VII, the Sid Meier team introduced Crisis events. It’s a brand new game mechanic that tasks players with preparing for a type of major crisis that makes growing their empires challenging. Consider new features that will enhance the fun factor for players.
The Sid Meier Rule of Thirds increases player engagement and satisfaction. Enhance player experience immersion by making the game familiar yet interesting as the player navigates new content. The world around the player feels the same, the game isn’t so innovative that it confuses them, and there’s still enough changing around them that they keep playing.
5. Talk to others to see if your idea makes sense
Talk to others to see if the idea makes sense or if it needs work. Games are challenging to develop, but there are resources out there that offer help. Game developer communities, mentors, and focus groups provide advice, direction, and brainstorming sessions that focus on a game idea. Listen to others to trim gameplay loops that don’t work or to frame out a particular game idea, for example. Use these methods to find industry experts.
Join a game design forum discussion to receive game developer community insights. Let them analyze and see if the idea works or if it’s been done before. Brainstorm in a forum discussion, like in the Funsmith Club Discord, to get feedback from real game developers. They will analyze or conceptualize aspects of the game idea that are challenging to develop. Learn from them to determine if the game idea aligns with the target audience’s expectations or if it requires further refinement.
The benefit of joining a game design community is having access to several expert opinions at once. There’s a higher chance that someone in the community has experienced similar problems and will offer advice. Join early to create a relationship with the community and learn who has the right expertise to assist with specific questions and problems down the line. Find someone, or several people, experienced working with Unreal Engine if the team is planning to build with Unreal Engine, for example.
Brainstorm with a mentor to learn from their expertise. A mentor’s guidance will transform a game idea into something actionable. They will provide detailed suggestions to improve a game idea. A mentor is someone who has a lot of experience in the field, so they will provide an industry expert’s assessment of the game idea. Work with a mentor to receive one-on-one help at a slower pace.
Focus group opinions help learn about target audience expectations and target audience receptivity. Talk to a focus group, or even beta testers, to learn about target audience preferences. Narrow the focus group down to only the game’s target audience since they’re the ones going to play the game. The game idea won’t be successful if the beta testers’ user feedback is negative.
6. Build one single piece of the game
Build one single piece of the game to create a prototype for testing. The easiest way to learn how to design game is to build or create it piece by piece. Learn programming and game asset design through practical implementation. Test the single piece of the game to see if it works and learn how to fix it if it doesn’t. Start the build by breaking down the piece into concepts.
Begin with basic game asset design. Create a temporary player character model to serve as a prototype. Learn about game component behavior to create game mechanics, such as equipping an item and attacking. Start learning programming language skills to write code for component behavior. One beginner step to learn how to write code for component behavior is health. Set the player character’s maximum and current health level.
Add game component interactivity to improve the look and feel of the game. Include game asset animation to make the gameplay more exciting. Include an animation of the enemies reacting to the hit of the player’s attack, for example. It creates a dynamic experience that immerses the player in the moment. Add SFX to make the world react to the player’s attack to improve game asset quality further. Learn more about improving game feel by listening to a free presentation at Funsmith Club.
Perform a game prototype validation to test the simple attack mechanic. The code works if the character attacks. The code has a bug somewhere if nothing happens. Troubleshoot to find the problem and use the game engine’s scripting resources for help. Simplify the code to optimize it for better performance.
7. Pick your best skill and improve it
Pick your best skill and improve it to cut costs and make development efficient. Self-assessment and reflection will improve game design by ensuring everyone is focusing on their strengths. A game is made of many parts, and while one developer may be excellent at coding, another may be better at art. Allow each developer to do what they’re best at to reduce development time and cut down on the budget. Look for opportunities to improve skills further, like the following methods.
Take a self-assessment evaluation test to determine skill strength. Practice and improve skill proficiency to become a master of the skill. Becoming a master allows developers to innovate. Game development innovation only happens when someone knows their trade well enough to envision how to improve it. Practice repetition to get to that point. Only when someone has written the same code hundreds of times will they be able to see new ways of making it more efficient.
Set goals to track the progression of skill improvement. Start with a simple game mechanic and finish it by X number of days. Then make another simple game mechanic in X number of days. Combine the two to create an advanced mechanic in X number of days. Repeat until X number of days becomes shorter and shorter, for instance. A simple mechanic that used to take a week to finish now only takes three days.
A mentor’s guidance pushes skill improvement and development even further. Mentorship support helps conceptualize the steps needed to improve skill strength. Listen to mentors if there’s uncertainty about how to develop a skill or set up a skill progression course. Mentors will improve skills far more than a developer on their own, since they lack personal bias. Improve game developer skills from the start to make tackling complex tasks later far easier.
8. Upgrade the single piece of the game
Upgrade the single piece of the game to make it more complex, fun, and polished. A game is fun when it offers a satisfying experience to a player. Make the game fun by taking the simple single piece of the game made earlier and upgrading it to something more immersive and rewarding. A game based on an adventure game mode is going to have different rewards than a game based on a capture-the-flag game mode. Consider the following upgrades to make with the single piece of the game made earlier.
Take the single piece, the attack mechanic, and upgrade the effect visuals. Add special visual effects when the player hits an enemy to upgrade the effect’s impact. Add sparks VFX or a wind animation to enhance the experience, if the player hits the target, for example. Upgrading visual effects makes the player feel as though what they’re doing in the game has a real effect on those around them.
Upgrade animation transitions to change the single game piece’s appearance. An animation transition is the smooth switch between different animation states. A common example is when a player switches from a standing, or idle, state to a walking state. After the player hits the target, the target switches from a defensive idle animation to a crippled idle animation, showing that the player has dealt massive damage, for instance.
Upgrade animation impact to really show that the player is having a huge effect on the world, too. Add stagger animations to the enemies to make the player feel as though they delivered a devastating blow. These upgrades make the gameplay experience more immersive and interesting to watch. They make the player feel as though they’re really dealing damage to their enemies, which increases player satisfaction.
Create and upgrade UI changes to make navigation smoother and more enjoyable next. Upgrade menu navigation and menu display to make information easier to read and interact with. Consider accessibility and determine if the UI has the right contrast and opacity to be easily read, even if visually impaired. Using the single piece made earlier, the attack mechanic, add clear damage numbers that appear after the player hits the enemy. This upgrades the game piece further by adding a UI element and VFX.
Add and upgrade game currency, including game currency type. Experience points are a common type of game currency that players earn, then spend, to level up and advance. Using the single piece made earlier, add experience points that the player receives when defeating the enemy. Upgrade the game currency again later to keep it balanced as enemies scale in difficulty.
9. Figure out the challenge sequence
Figure out the challenge sequence and the reward for overcoming it to balance the difficulty curve. Games are filled with challenges and rewards, and they form a challenge sequence structure. A challenge sequence structure is the backbone of the main gameplay loop cycle. It presents the obstacles a player character must overcome to receive a reward. Create a challenge sequence by following these steps.
Develop a difficulty curve balance by understanding the pacing strategy. Too many hard challenges at the beginning of the game will frustrate a player, so balance game challenge tasks with player skill curve progression. The idea is to have the challenges become more difficult as the player becomes gradually stronger. Challenge sequence order is important because players need the right skills to have a chance of overcoming the challenge. Don’t throw high-level bosses at the player from the start.
Build a challenge sequence structure by understanding the game mode and genre. A narrative game will have a different type of challenge sequence structure than a battle-royale game. The obstacles and challenges in a narrative game will depend on the story. The player must defeat enemies or solve puzzles to advance through the narrative and reach their end goal, for instance. Focus on characters and the story to develop a challenge sequence structure for narrative games.
A battle-royale game, on the other hand, will have arena or environment obstacles for the player to overcome all while dealing with other players. Focus on the arena and player character abilities to develop a challenges and skill progression in this instance. Create matchmaking systems that pit players of similar levels and player skill together. Increase the challenge difficulty as players get better at the game or unlock new abilities by introducing AI enemies or environmental obstacles.
Games need a reward system to push the player to complete game challenges and obstacles. Challenging the player isn’t enough. They want a reward after completing the challenge. Introduce a reward system within the core gameplay loop. The pacing strategy matters with rewards as much as it does with challenges. Too many rewards will make the game boring, as the player’s skill curve progresses too fast and the game becomes too easy.
10. Build one single loop
Build one single loop to test gameplay and game mechanics. Game loops contain a problem, mechanic, and reward. Create a game loop to understand the process, then test it for bugs to further refine the process. Use the single piece made earlier, as well as its upgrades, to scale it into a single gameplay loop. Follow these steps to design and build it.
Conceptualize a problem, or obstacle, for the player to overcome. The player needs to defeat the boss to progress to the next area, for instance. The player must craft a new pair of shoes to let them climb a cliff, or the player needs to avoid detection from an enemy scout. Think about the problem, then brainstorm a game mechanic to overcome it.
Develop a game mechanic to overcome the problem, and then test input handling responsiveness to see if the mechanic works. Test input handling responsiveness is when the player presses a button, and the game behaves in a specific and expected way. The player presses the input for the attack behavior and expects to attack, but if the input isn’t responding as it’s supposed to, then there’s a bug.
Debug by performing input handling polling to determine if the input logic has a flaw. Certain engines, such as Unreal Engine, allow developers to watch a piece of code while debugging. The code is working if it lights up and triggers when the developer presses the input. The input isn’t working, and the code needs fixing if it doesn’t light up.
Complete state update logic, too. State machines handle locomotion and animation. The state machine needs to update and play the correct animation to match the input if a player presses an input, or key, to walk. Test to see if the attack key updates the state machine accordingly. Debug when the input fails and continue to perform a state update consistency test until it’s fixed.
Design and implement a reward to finish the single loop. Rewards must make sense for the problem that the player solved. Gaining experience points, game money, or even new items are common rewards for attacking and defeating an enemy. Update the UI or add new items to close the single loop and make the experience satisfying for the player.
11. Analyze core loops of collected games
Analyze core loops of collected games to identify gameplay loops and break them down to understand the core loop structure. Take the collected games chosen earlier based on the game idea. Play and analyze them to pick out core loops. BioShock has many core loops, including killing enemies, using upgrades (Adam), and playing voice notes. Learn how to identify them to break them down and build a new game.
Analyze the challenge complexity in core loops from collected games to implement player progression better. Challenge intensity should be low at the start of the game and gradually become more difficult as the game progresses. A game designed with a really hard challenge intensity at the start will appeal to some (Souls-like games), but the challenge should match the game design and genre. A cozy farming simulator should have a very low challenge intensity at the start and may not increase much further beyond that.
Study the core loop’s interactivity in the collected games. Start by examining an action execution. The player presses a button, and something happens. They swing their sword or jump from one object to the next. Research Portal’s puzzles to understand its core loop. The action execution is when a player fires the portal gun, for example.
Determine the action impact next. The player’s action causes something in the world to change. They hit an enemy or land on the next object. The portal gun opens up a portal on the wall, allowing the player to move through it to reach the next part of the puzzle. Examine how the collected game increases challenge complexity from there. The puzzle room requires quick shooting while falling through the air to avoid spikes, for example.
Research Baldur’s Gate 3 for decision point branching in narrative games to understand challenge complexity. Decision point branching occurs when a player makes an important decision that has different outcomes. Research the principle of decision point criticality to see how the action impacts the player accordingly. Baldur’s Gate 3 displays decision point criticality by presenting the option to save the Tieflings or destroy them at the Druid’s Grove in Act 1.
Learn how collected games use core loops to satisfy players with rewards. Player engagement retention depends on reward value. The core loop pattern may need to change if players don’t feel that the reward incentive matches the challenge. Analyze Stardew Valley’s mine core loop and how it sets up its rewards. As players progress through sections of the mine, the challenge becomes more complex as enemies deal more damage but also gives new gear every few levels, too.
12. Build the core loop
Build the core loop by linking together several small single loops. A core gameplay loop is made up of lots of different single pieces, or loops, that come together to create gameplay. An example is a moment-to-moment loop where a player hits an enemy and gains XP. Add several of those loops together with a progression loop, like killing the enemies in a castle and getting a high-quality reward, and it creates a core gameplay loop structure that developers will use throughout the game.
Core gameplay loop mechanics and game design cover a lot of ground. They involve the challenge-action-reward cycle, challenge scaling, reward system incentive design, and game progression difficulty curve. The gameplay loop uses a challenge-action-reward cycle with action triggers. An example core loop is described below.
- A player receives an action trigger to save an NPC from a burning building.
- The challenge is the burning building.
- The action is to save the NPC by picking them up and carrying them to safety.
- The reward is money or a reputation gain.
The cycle, in this case, is a quest that developers reuse, albeit with some slight changes. Implement subgoal completion for even more advanced core loop gameplay. Completing a bonus objective (like saving the NPC in the burning building within a certain time) will reward the player with extra gold, for example.
Implement achievement rewards to tempt the player to take on more advanced challenges. A reward system and incentive design ensure that the rewards match the challenge-action-reward system. Tempt players to keep challenging themselves by pacing out rewards. To unlock a new ability, a player may need to defeat a certain boss in the world, for instance.
Test player engagement with feedback analysis. Determine player engagement and immersion by adjusting the game progression difficulty curve and game progression level advancement. Their feedback determines if player advancement is too fast or slow. Ask players during beta testing if the game feels rewarding or too challenging. Implement changes to the challenge-action-reward system accordingly.
Using the single piece of the game created earlier, which was then upgraded to a single loop, create a core loop from it now. Design several instances of the single loop. The player attacks a number of enemies in separate loops. Connect the loops together by having the player destroy these enemies to draw the boss out from hiding. The player defeats the boss and receives a reward.
13. Improve the game feel of the core loop
Improve the game feel of the core loop to drive player engagement and satisfaction. After building the core loop, it’s time to focus on its game feel. Game feel refers to the experience the player has when playing the game. It’s a combination of sensory experiences, like visual, sound, and something visceral, like a gut check, that the player faces as the game progresses. Game feel is what makes a mundane game something special.
Analyze the level design in the core loop and balance it. A part of the game feel that players will experience is how the level design flows together. Determine whether the level has a fair difficulty curve progression from start to finish. The challenge complexity must match with the amount of satisfaction a player receives when receiving a reward. A player will leave the experience feeling either bored or frustrated if a level’s difficulty balance feels off.
Implement sound to the level to enrich the game feel of the core loop. A level without noise feels empty and lifeless. They should hear the gun firing if a player shoots it. Begin with basic sounds for testing purposes, but when it’s time to enhance the game’s feel, replace those basic sounds with high-quality SFX assets. Find clear audio or have the team go out and record sounds themselves. Clear and crisp audio enriches the experience by making the player feel more immersed in the world around them.
Improve visuals to create a high-quality visual effect impact that engages the player. Visual effects and atmosphere play a critical role in establishing the game feel of the core loop. They make the core loop more immersive. A foggy swamp with curling mist is more effective for a horror theme than just a plain swamp in broad daylight, for example. It also helps differentiate one loop from another, so it doesn’t look copy-and-pasted.
Sharpen game physics to react satisfyingly in the world. Physics offer a direct route for players to engage with the game feel of the core loop of the game.The player will barely need to press a key or an analog stick to have their character launch forward, if the control responsiveness sensitivity is too high, for instance. This sort of hyper-sensitivity is fun and comical in some games, but in realistic games, the sensitivity needs balancing.
14. Playtest it and get feedback
Playtest it and get feedback to determine if the core gameplay loop is fun or has bugs. Avoid spending a large budget on a game that won’t sell by having players beta test it first. Studios don’t need a fully finished game to receive feedback on it. Follow these steps to set up a beta testing trial that determines player satisfaction and catches any initial bugs with the core gameplay loop.
Determine test plan objectives before launching the beta test. Test plan objectives will narrow the scope of the beta test and help players formulate their thoughts and provide feedback. Consider setting test plan criteria like difficulty balance, quest clarity, gameplay satisfaction, and bug reporting. Receiving data about this information will ensure the team course-corrects before investing too heavily in a failed idea.
Set up the beta testing trial and ensure bug reporting is operational. Bug reporting issues will impact the quality of the data. It leads to false negatives, causing the team to believe that the game doesn’t have any issues when it actually does. Give players a structured form to fill out that drives data directly toward the test criteria. Ask whether the enemies were too challenging or if it was clear what the quest or core gameplay loop was asking for them to do, for example.
Analyze feedback comments from the beta testing trial after its conclusion. A properly set-up beta testing trial will result in a ton of data. Focus on the test criteria that are most vital to the core loop and game idea. Determine the overall playtester’s experience to see if it was positive or negative. Narrow down where things weren’t working if the overall experience is positive. Implement changes to the core loop and refine the game based on the feedback evaluation.
15. Plan out the rest of the game
Plan out the rest of the game to determine the game’s scope. Teams have the green light to begin pre-production on the game if players believe the core loop is fun. Pre-production process planning is conceptual at first. It determines game design elements like story, characters, mechanics, and gameplay. It also focuses on the business side of game development, like risk management and budget. Set up pre-production planning by determining the following.
Define the game vision by developing the storyline. Consider the characters involved and their backstories for narrative-focused games. Focus on NPC designs for non-narrative games. Plan out the plot progression and how the player progresses through it. The type of game genre will also determine plot progression on a mechanical level. Plot progression in CRPGs revolves around player choices, for instance.
Conceptualize the game mechanics primarily used in the game. A shooter game will need standard mechanics like health, damage, cover, and ammo. These are the mechanics that the team will either need to implement or innovate for their game idea. Set game milestones and objectives to map out its progression. Key milestones determine when the player moves to a new area or levels up, for example. Game objectives help map out future quests and aid in determining the level design layout.
Define the pre-production plan by committing to a specific game scope and determining the necessary budget to fulfill it. Game scope refers to just how large and involved the game is. A large open-world game will need more resources and development time than a small, closed, world. Create a development roadmap timeline that maps out the milestones the team wants to hit to track progress. Determine the resource allocation budget, too, to set how much money each section of the game is going to receive.
16. Understand the game development process
Understand the game development process from ideation to soft launch. Game design is complex, lengthy, and convoluted. A clear vision from the start ensures that the entire team understands what the game idea is and how it’s going to get to its final product. There are roughly four major steps in the game development processthat developers should follow. Refer here for a more detailed breakdown of the following concepts.
Create a concept brief that breaks down the different aspects of the game. It’s a summary of the overall game idea. It should include elements like the game genre, its target audience, high-level game features, and a summary of the narrative, if applicable. Consider the game’s UPS, or unique selling point, which makes the game stand out from others. Build a small-scale prototype to see if developing the game is feasible for the team.
Enter pre-production by filling out key roles in the studio. Not everyone possesses all the skills necessary to create a game, let alone market it. Determine the strengths of the team, then hire crucial team members needed to transition the game from an idea into a playable loop. Establish a clear vision for the game that includes development goals. Conceptualize, then build a core gameplay loop for testing with the game’s target audience.
Build the game by increasing its scale and scope. Consider hiring more team members or outsourcing some of the work to speed up development time. Continue to refer to the game design document to keep everyone on the same page. Don’t forget quality assurance standards, either. Develop and test constantly to ensure that the game meets those standards. It will save time in the long run.
Soft launch the game after finalizing any missing content or functionality gaps. A soft launch is critical for catching any remaining game-breaking bugs, particularly early in the game, and determining the reaction to the game from its target audience. Beta testing or launching the game in early access provides an opportunity for developers to refine any problems before an official launch.
17. Deliver the content
Deliver the content according to a release strategy plan. A release strategy plan concerns the different distribution platforms applicable for the game. Determine which distribution platform is the best for the studio by considering the platform’s services. Some platforms offer tough distribution platform security, ensuring secure money transfers and the protection of the game’s code. Others offer fair transaction fees. Consider the following when choosing a distribution platform for the game’s release.
Choose a distribution platform based on reach and player preference. Platforms like Steam, GOG, and console stores already have a built-in player base. Steam, in particular, has established itself as the go-to platform for buying PC games. Studios will need to market their games, but their audience is already on Steam and waiting for them. Consider the game’s architecture and whether it was built for PCs, consoles, or both.
Determine which distribution platform supports update services like an update notification system or the ability to roll back an update. Games will require patches and even content updates over time. Not every distribution platform supports updates as easily as others. New game studios benefit from using a distribution platform that makes updating a game easy. The platform should automatically inform players when they need to update their games, for example.
Share a post-release schedule of upcoming patches and content updates, if applicable. Keep players informed about the game’s current state. Address negative reviews if there are any. Certain distribution platforms allow teams to post content about the game, including community posts. These posts help address player concerns and keep them updated on the game’s status. Players feel more comfortable buying and playing a game if they see that the developers are active in the community and talking with them.
18. Triage
Triage the game to free up resources and focus on high ROI strategies. Triage refers to removing unnecessary assets, code, and other elements from the game that are not necessary to play it. It’s part of optimizing the game to make it run better and require fewer hardware resources from players. Triage also helps identify and remove bugs that may not cause a visible problem but could still impact performance.
Establish triage prioritization during the last phases of game development and after release. It’s preferable to release a game fully optimized, but that isn’t always possible. Coordinate a triage meeting to determine which aspects of the game require refinement. Review the game’s code and assets to identify any unnecessary overlap and remove it. It’s possible that some prototype assets are still live in a game level when they should have been replaced by the official assets and deleted, for example.
Set up a triage team to take care of optimization after the game’s launch. Provide support for the game by ensuring players that there are developers working to make the game run even smoother. The team dedicated to triage and optimization will improve the game’s quality over time. Create a triage task force to start optimization immediately if players are unable to play the game well from the start, however. Poor performance will ruin a game’s reputation.
19. Ship
Ship with a launch strategy marketing plan and understand platform certification compliance standards. Developing a game is only half the battle, with shipping and marketing the other half. A launch strategy marketing plan begins with a game release date. Players are becoming disenchanted with release dates as more studios delay games. Establish a release date that the studio will commit to, and then use that date to start planning the warm-up to the release.
Consider releasing development blogs, videos, and photos that showcase the game’s development over time. This builds interest in the game and encourages players to discuss it. Showcasing the game’s development also helps developers understand if certain core loops in the game design appear fun to players. Post the content on sites where the target audience visits. Reddit and Steam are both effective places with built-in audiences, for instance.
Submit certification to the preferred distribution platform far before the game’s release date to meet the platform’s certification compliance standards. Different distribution platforms have different requirements. It takes time to receive certification approval, and developers won’t be able to release the game for sale until that approval comes through.
Set up patch notes for the game release to make players aware of any changes made to the game on the day of its release. Day-one patches are becoming increasingly common, but teams that inform their players of an upcoming patch will help avoid player frustration when they download the game and attempt to play it. Prepare an accessible link that players will use to report bugs on launch day.
What is the easiest way to make games?
The easiest way to make games is with a game engine that supports beginners. Many game engines available allow even non-coders to create a game. Not every engine supports non-coders, so it’s helpful to learn some sort of coding or programming language. Python and JavaScript are both beginner-friendly programming languages that are usable to write code for a game, for example. Below are some beginner-friendly game engines.
Game Engine | Experience Level | 2D or 3D | Cost |
GameMaker Studio 2 | Beginner | 2D | Free (Non-Commercial Use) $79.99/Month $99.99 (One-Time-Purchase) |
Unity | Beginner, Pro | Both | Free |
Buildbox 3 | Beginner | Both | $9.99/Month (Beginner Plan) $124.99/Year (Pro Plan) $574.99/Year (Ultimate Plan) |
Unreal Engine | Beginner, Pro | Both | Free |
RPG Maker MV | Beginner | 2D | $80 (One-Time-Purchase) |
Godot | Beginner | Both | Free |
Choose game engines like GameMaker, Buildbox, and RPG Maker for drag-and-drop functionality. They focus on 2D games but have deep functionality to make in-depth games like RPGs. They also have asset libraries where beginner developers will find free or for-purchase art to use in their games. These game engines don’t require coding knowledge, but some developers might find them restrictive.
Select game engines like Unity and Unreal Engine to use visual scripting tools or coding. I use Unreal Engine’s visual scripting tool called Blueprints to make my games. Blueprints are powerful, and I’ve still managed to make fleshed-out games without writing a single line. Unreal Engine has a ton of resources that makes learning its Blueprint system accessible.
Do you need coding to make video games?
You don’t need coding to make video games. Game engines like Unreal Engine use Blueprints to visualize code instead. Connecting certain nodes together forms game behavior. It’s possible to create an entire game without ever writing code in the traditional sense. Unreal Engine has a lot of support, too. Check out tutorials online or even on Unreal Engine’s official website for educational resources.
Learn to code to have direct control over the game’s behavior. Visual scripting tools like those in Unreal Engine have their drawbacks. It doesn’t always get into the nitty-gritty of programming. It also takes longer to set up in some cases. Coding games allows the developer to write directly how they want a certain gameplay element to behave. The drawback of coding languages is that they take time to learn. The investment is worth it, but visual scripting tools allow developers to start making games that very day.
How much does it cost to make a video game?
It costs anywhere between $5,000 and over a million dollars to create a video game. Certain factors like team size, game scope, and other production costs drive up the cost of a video game. It’s possible to create a free game using free assets found on game engines, even with a single developer on the team, but it will take more time to develop. AAA games rely on publishers to fund the game’s development with the expectation of making that money back and then some.
Indie games that are casual and basic cost around $5,000 if they’re small. Solodevs fall in this category. I’ve been a solodev for over five years, and I estimate that my project will cost around this amount by the time it’s finished. Solodevs have to purchase skills that they don’t already possess, which drives up the cost of production. I have no skill in 2D or 3D art, so my budget goes toward artists. Other solodevs will need to hire out coding or music to others if they’re unable to provide the skill themselves.
The average cost to make a mid-range indie is around $50,000 to $500,000. This includes low-end AA game studios. AA game studios don’t have the huge budgets of bigger AA studios or even AAA studios. They feature smaller teams with a smaller game scope. Bigger AA studios have an average cost of around $5,000,000. These studios feature bigger teams that still don’t match AAA standards but have secured funding from a larger publisher.
AAA games have the highest cost. A high-end AAA game costs around $300,000,000. The most expensive AAA games with marketing costs around $1,000,000,000+. These are from well-known AAA studios, such as Ubisoft, Bethesda, and EA. They feature huge teams that employ hundreds of developers and often bring in A-list actors and voice actors to voice characters. These game studios act as their own publishers, but they’re often beholden to an investment group.
How long does it take to make a video game?
It takes three to five years to make an indie video game, and several years to make a complex game. A simple indie game is the quickest to make. It takes anywhere from one day to a week to make a really basic indie game. Small indie games take a few months to finish, while big indie projects take anywhere from a year to three years. As a solodev, I’ve been working on my indie game for the past five years with plenty of work still to do, so experience and team size influence the speed of a game’s development.
AAA games have a larger range. Smaller games take a AAA studio between three and five years to make. A AAA game that is complex or intends to have long-term support takes anywhere from five to 10 years to finish. Live service games take a while to finish since they’re constantly receiving updates over the game’s life. The most ambitious AAA games take 15 years to make. These are the games that set a new standard for a genre or aim to innovate a franchise.
Game Studio Type | Game Development Time | Game Examples (Including Genre) |
Small Indie Studio | 1-12 Months | A Short Hike – 6 Months (Adventure/Exploration) 20 Minutes Till Dawn – 3 Months (Bullet Hell/Roguelike) The Binding of Isaac – 3 Months (Roguelike) |
Large Indie Studio | 1-5 Years | Ori and the Blind Forest – 5 Years (Platformer) Hades – 3 Years (Roguelike) Minecraft – 2-4 Years (Open World Survival Craft) |
AA Studio | 3-5 Years | GreedFall – 3 Years (RPG) Vampyr – 4 Years (RPG) Pacific Drive – 3 Years (Survival) |
Live Service AAA Studio | 5-10+ Years | Fortnite – 7 Years (Battle-Royale/3PS) Final Fantasy XIV – 6 Years (MMORPG) Destiny 2 – 9 Years (FPS) |
Large AAA Studio | 1.5-15+ Years | Diablo III – 11 Years (ARPG) Far Cry 6 – 6 Years (FPS) Red Dead Redemption 2 – 8 Years (Action/Adventure) |
Where to learn about game development and design?
Learn about game development and design at universities, game engine tutorials, coding camps, and other professional game developers. Professionals who capable of affording it will want to consider studying game design at a college or university. Colleges have the added benefit of networking with game studios or peers. It’s possible for students to create their own game studios by the time they finish studying. Consider the following colleges and universities to study game development and design.
- California Institute of the Arts
- Michigan State University
- DigiPen Institute of Technology
- University of Southern California
Game engines also provide plenty of tutorials that allow developers to learn how to use them. Unity has engine tutorials that teaches developers how to use its C# programming language to make games. I relied on Unreal Engine’s documentation alone to learn how to use its Blueprint scripting tool. Udemy is another great resource for those learning Unreal Engine. There are several Udemy instructional videos that teaches how to use Blueprints, Unreal Engine’s visual scripting tool, as well as its programming language, C++.
Sign up for a coding camp to learn popular game engine programming languages fast. Codeacademy’s interactive courses are a popular choice since the camp offers tons of different languages. Learn Python or C++ in a matter of weeks with some of its courses. Khan Academy also teaches programming fundamentals and is an ideal resource to quickly brush up on the basics. Coding camps are beneficial to those who want to hit the ground running and have a crash course in a specific programming language.
Learn from professional game developers who share their experiences with up and coming developers through Coursera courses or books. Jesse Schell’s The Art of Game Design teaches game design principles, for instance. Search Coursera game development courses to find experienced game developers who teach game design or other elements of the development process. The GameDev.tv tutorial series also offers beginner-friendly videos to game design and development.