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1.

a game played by electronically manipulating images produced by a computer program on a


monitor or other display.

Playing video games fulfills a purpose in their lives. This could include gaming for: relaxation,
opportunities to exert control, enjoyment, creativity, socialization, prevent boredom,
challenge, and achievement. It could also be used as a coping method or stress
management.

Video game development (sometimes shortened to gamedev) is the process of creating


a video game. It is a multidisciplinary practice, involving programming, design, art, audio, user
interface, and writing. Each of those may be made up of more specialized skills; art includes 3D
modeling of objects, character modeling, animation, visual effects, and so on. Development is
supported by project management, production, and quality assurance. Teams can be many
hundreds of people, a small group, or even a single person.
Development of commercial video games is normally funded by a publisher and can take two to
five years to reach completion. Game creation by small, self-funded teams is called independent
development. The technology in a game may be written from scratch or use proprietary software
specific to one company. As development has gotten more complex, it has become common for
companies and independent developers alike to use off-the-shelf "engines" such
as Unity or Unreal Engine.[1]
Commercial game development began in the 1970s with the advent of arcade video games, first-
generation video game consoles like the Atari 2600, and home computers like the Apple II. Into
the 1980s, a lone programmer could develop a full and complete game such as Pitfall!. By the
second and third generation of video game consoles in the late 1980s, the growing popularity of
3D graphics on personal computers, and higher expectations for visuals and quality, it became
difficult for a single person to produce a mainstream video game. The average cost of producing
a high-end (often called AAA) game slowly rose from US$1–4 million in 2000, to over $200
million and up by 2023. At the same time, independent game development has flourished. The
best-selling video game of all time, Minecraft, was initially written by one person, then supported
by a small team, before the company was acquired by Microsoft and greatly expanded.
Mainstream commercial video games are generally developed in phases. A concept is developed
which then moves to pre-production where prototypes are written and the plan for the entire
game is created. This is followed by full-scale development or production, then sometimes a
post-production period where the game is polished. It has become common for many developers,
especially smaller developers, to publicly release games in an "early access" form, where
iterative development takes place in tandem with feedback from actual players.

Overview[edit]
Games are produced through the software development process. [2] Games are developed as a
creative outlet[3] and to generate profit.[4] Game making is considered both art and science.[5]
[6]
Development is normally funded by a publisher.[7] Well-made games bring profit more readily.
[5]
However, it is important to estimate a game's financial requirements,[8] such as development
costs of individual features.[9] Failing to provide clear implications of game's expectations may
result in exceeding allocated budget.[8] In fact, the majority of commercial games do not produce
profit.[10][11][12] Most developers cannot afford to change their development schedule midway, and
require estimating their capabilities with available resources before production. [13]
The game industry requires innovations, as publishers cannot profit from the constant release of
repetitive sequels and imitations.[14][neutrality is disputed] Every year new independent
development companies open and some manage to develop hit titles. Similarly, many developers
close down because they cannot find a publishing contract or their production is not profitable.
[15]
It is difficult to start a new company due to the high initial investment required. [16] Nevertheless,
the growth of the casual and mobile game market has allowed developers with smaller teams to
enter the market. Once the companies become financially stable, they may expand to develop
larger games.[15] Most developers start small and gradually expand their business.[16] A developer
receiving profit from a successful title may store up capital to expand and re-factor their
company, as well as tolerate more failed deadlines.[17]
An average development budget for a multiplatform game is US$18-28M, with high-profile games
often exceeding $40M.[18]
In the early era of home computers and video game consoles in the early 1980s, a
single programmer could handle almost all the tasks of developing a game — programming,
graphical design, sound effects, etc.[19][20][21] It could take as little as six weeks to develop a game.
[20]
However, the high user expectations and requirements[20] of modern commercial games far
exceed the capabilities of a single developer and require the splitting of responsibilities. [22] A team
of over a hundred people can be employed full-time for a single project. [21]
Game development, production, or design is a process that starts from an idea or concept. [23][24][25]
[26]
Often the idea is based on a modification of an existing game concept. [23][27] The game idea may
fall within one or several genres.[28] Designers often experiment with different combinations of
genres.[28][29] A game designer generally writes an initial game proposal document, that describes
the basic concept, gameplay, feature list, setting and story, target audience, requirements and
schedule, and finally staff and budget estimates.[30] Different companies have different formal
procedures and philosophies regarding game design and development.[31][31][32] There is no
standardized development method; however commonalities exist.[32][33]
A game developer may range from a single individual to a large multinational company. There
are both independent and publisher-owned studios.[34] Independent developers rely on financial
support from a game publisher.[35] They usually have to develop a game from concept to
prototype without external funding. The formal game proposal is then submitted to publishers,
who may finance the game development from several months to years. The publisher would
retain exclusive rights to distribute and market the game and would often own the intellectual
property rights for the game franchise.[34] The publisher may also own the development studio,[34]
[36]
or it may have internal development studio(s). Generally the publisher is the one who owns the
game's intellectual property rights.[11]
All but the smallest developer companies work on several titles at once. This is necessary
because of the time taken between shipping a game and receiving royalty payments, which may
be between 6 and 18 months. Small companies may structure contracts, ask for advances on
royalties, use shareware distribution, employ part-time workers and use other methods to meet
payroll demands.[37]
Console manufacturers, such as Microsoft, Nintendo, or Sony, have a standard set of technical
requirements that a game must conform to in order to be approved. Additionally, the game
concept must be approved by the manufacturer, who may refuse to approve certain titles. [38]
Most modern PC or console games take from three to five years to complete [citation needed], where as a
mobile game can be developed in a few months.[39] The length of development is influenced by a
number of factors, such as genre, scale, development platform and number of assets.[citation needed]
Some games can take much longer than the average time frame to complete. An infamous
example is 3D Realms' Duke Nukem Forever, announced to be in production in April 1997 and
released fourteen years later in June 2011.[40] Planning for Maxis' game Spore began in late
1999; the game was released nine years later in September 2008.[citation needed] The game Prey was
briefly profiled in a 1997 issue of PC Gamer, but was not released until 2006, and only then in
highly altered form. Finally, Team Fortress 2 was in development from 1998 until its 2007
release, and emerged from a convoluted development process involving "probably three or four
different games", according to Gabe Newell.[41]
The game revenue from retail is divided among the parties along the distribution chain, such as
— developer, publisher, retail, manufacturer and console royalty. Many developers fail to profit
from this and go bankrupt.[37] Many seek alternative economic models through Internet marketing
and distribution channels to improve returns,[42] as through a mobile distribution channel the share
of a developer can be up to 70% of the total revenue[39] and through an online distribution channel
owned by the developer almost 100%.[citation needed]

History[edit]
The history of game making begins with the development of the first video games, although
which video game is the first depends on the definition of video game. The first games created
had little entertainment value, and their development focus was separate from user experience—
in fact, these games required mainframe computers to play them.[43] OXO, written by Alexander S.
Douglas in 1952, was the first computer game to use a digital display.[22] In 1958, a game
called Tennis for Two, which displayed its output on an oscilloscope, was made by Willy
Higinbotham, a physicist working at the Brookhaven National Laboratory.[44][45] In 1961, a
mainframe computer game called Spacewar! was developed by a group of Massachusetts
Institute of Technology students led by Steve Russell.[44]
True commercial design and development of games began in the 1970s, when arcade video
games and first-generation consoles were marketed. In 1971, Computer Space was the first
commercially sold, coin-operated video game. It used a black-and-white television for its display,
and the computer system was made of 74 series TTL chips.[46] In 1972, the first home console
system was released called Magnavox Odyssey, developed by Ralph H. Baer.[47] That same
year, Atari released Pong, an arcade game that increased video game popularity.[48] The
commercial success of Pong led other companies to develop Pong clones, spawning the video
game industry.[49]
Programmers worked within the big companies to produce games for these devices. The industry
did not see huge innovation in game design and a large number of consoles had very similar
games.[50] Many of these early games were often Pong clones.[51] Some games were different,
however, such as Gun Fight, which was significant for several reasons:[52] an early 1975 on-
foot, multi-directional shooter,[53] which depicted game characters,[54] game violence, and human-
to-human combat.[55] Tomohiro Nishikado's original version was based on discrete logic,
[56]
which Dave Nutting adapted using the Intel 8080, making it the first video game to use
a microprocessor.[57] Console manufacturers soon started to produce consoles that were able to
play independently developed games,[58] and ran on microprocessors, marking the beginning
of second-generation consoles, beginning with the release of the Fairchild Channel F in 1976.
[citation needed]

The flood of Pong clones led to the video game crash of 1977, which eventually came to an end
with the mainstream success of Taito's 1978 arcade shooter game Space Invaders,[51] marking
the beginning of the golden age of arcade video games and inspiring dozens of manufacturers to
enter the market.[51][59] Its creator Nishikado not only designed and programmed the game, but
also did the artwork, engineered the arcade hardware, and put together a microcomputer from
scratch.[60] It was soon ported to the Atari 2600, becoming the first "killer app" and quadrupling the
console's sales.[61] At the same time, home computers appeared on the market, allowing
individual programmers and hobbyists to develop games. This allowed hardware manufacturer
and software manufacturers to act separately. A very large number of games could be produced
by an individual, as games were easy to make because graphical and memory limitation did not
allow for much content. Larger companies developed, who focused selected teams to work on a
title.[62] The developers of many early home video games, such as Zork, Baseball, Air Warrior,
and Adventure, later transitioned their work as products of the early video game industry. [citation needed]
The industry expanded significantly at the time, with the arcade video game sector alone
(representing the largest share of the gaming industry) generating higher revenues than both pop
music and Hollywood films combined.[63] The home video game industry, however, suffered major
losses following the video game crash of 1983.[64] In 1984 Jon Freeman warned in Computer
Gaming World:
Q: Are computer games the way to fame and fortune?

A: No. Not unless your idea of fame is having your name recognized by one or two astute
individuals at Origins ... I've been making a living (after a fashion) designing games for most of
the last six years. I wouldn't recommend it for someone with a weak heart or a large appetite,
though.[65]
Chris Crawford and Don Daglow in 1987 similarly advised prospective designers to write games
as a hobby first, and to not quit their existing jobs early.[66][67] The home video game industry was
revitalized soon after by the widespread success of the Nintendo Entertainment System.[68]
Compute!'s Gazette in 1986 stated that although individuals developed most early video games,
"It's impossible for one person to have the multiple talents necessary to create a good game".
[69]
By 1987 a video game required 12 months to develop and another six to plan marketing.
Projects remained usually solo efforts, with single developers delivering finished games to their
publishers.[67] With the ever-increasing processing and graphical capabilities of arcade, console,
and computer products, along with an increase in user expectations, game design moved
beyond the scope of a single developer to produce a marketable game.[70] The Gazette stated,
"The process of writing a game involves coming up with an original, entertaining concept, having
the skill to bring it to fruition through good, efficient programming, and also being a fairly
respectable artist".[69] This sparked the beginning of team-based development.[citation needed] In broad
terms, during the 1980s, pre-production involved sketches and test routines of the only
developer. In the 1990s, pre-production consisted mostly of game art previews. In the early
2000s, pre-production usually produced a playable demo.[71]
In 2000 a 12 to 36 month development project was funded by a publisher for US$1M–3M.
[72]
Additionally, $250k–1.5M were spent on marketing and sales development. [73] In 2001, over
3000 games were released for PC; and from about 100 games turning profit only about 50 made
significant profit.[72] In the early 2000s it became increasingly common to use middleware game
engines, such as Quake engine or Unreal Engine.[74]
In the early 2000s, also mobile games started to gain popularity. However, mobile games
distributed by mobile operators remained a marginal form of gaming until the Apple App
Store was launched in 2008.[39]
In 2005, a mainstream console video game cost from US$3M to $6M to develop. Some games
cost as much as $20M to develop.[75] In 2006 the profit from a console game sold at retail was
divided among parties of distribution chain as follows: developer (13%), publisher (32%), retail
(32%), manufacturer (5%), console royalty (18%).[37] In 2008 a developer would retain around
17% of retail price and around 85% if sold online.[11]
Since the third generation of consoles, the home video game industry has constantly increased
and expanded. The industry revenue has increased at least five-fold since the 1990s. In 2007,
the software portion of video game revenue was $9.5 billion, exceeding that of the movie
industry.[76]
The Apple App Store, introduced in 2008, was the first mobile application store operated directly
by the mobile platform holder. It significantly changed the consumer behaviour more favourable
for downloading mobile content and quickly broadened the markets of mobile games. [39]
In 2009 games' market annual value was estimated between $7–30 billion, depending on which
sales figures are included. This is on par with films' box office market. [77] A publisher would
typically fund an independent developer for $500k–$5M for a development of a title. [34] In 2012,
the total value had already reached $66.3 billion and by then the video game markets were no
longer dominated by console games. According to Newzoo, the share of MMO's was 19.8%,
PC/MAC's 9.8%, tablets' 3.2%, smartphones 10.6%, handhelds' 9.8%, consoles' only 36.7% and
online casual games 10.2%. The fastest growing market segments being mobile games with an
average annual rate of 19% for smartphones and 48% for tablets.[78]
In the past several years, many developers opened and many closed down. Each year a number
of developers are acquired by larger companies or merge with existing companies. For example,
in 2007 Blizzard Entertainment's parent company, Vivendi Games merged with Activision. In
2008 Electronic Arts nearly acquired Take-Two Interactive. In 2009 Midway Games was acquired
by Time-Warner and Eidos Interactive merged with Square Enix.[79]
Roles[edit]
Producer[edit]
Main article: Video game producer
Development is overseen by internal and external producers.[80][81] The producer working for the
developer is known as the internal producer and manages the development team, schedules,
reports progress, hires and assigns staff, and so on.[81][82] The producer working for the publisher is
known as the external producer and oversees developer progress and budget.[83] Producer's
responsibilities include PR, contract negotiation, liaising between the staff and stakeholders,
schedule and budget maintenance, quality assurance, beta test management, and localization.[81]
[84]
This role may also be referred to as project manager, project lead, or director.[81][84]
Publisher[edit]
Main article: Video game publisher

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A video game publisher is a company that publishes video games that they have either
developed internally or have had developed by an external video game developer. As with book
publishers or publishers of DVD movies, video game publishers are responsible for their
product's manufacturing and marketing, including market research and all aspects of advertising.
They usually finance the development, sometimes by paying a video game developer (the
publisher calls this external development) and sometimes by paying an internal staff of
developers called a studio. Consequently, they also typically own the IP of the game. [39] Large
video game publishers also distribute the games they publish, while some smaller publishers
instead hire distribution companies (or larger video game publishers) to distribute the games they
publish.
Other functions usually performed by the publisher include deciding on and paying for any
license that the game may utilize; paying for localization; layout, printing, and possibly the writing
of the user manual; and the creation of graphic design elements such as the box design.
Large publishers may also attempt to boost efficiency across all internal and external
development teams by providing services such as sound design and code packages for
commonly needed functionality.[85]
Because the publisher usually finances development, it usually tries to manage development risk
with a staff of producers or project managers to monitor the progress of the developer, critique
ongoing development, and assist as necessary. Most video games created by an external video
game developer are paid for with periodic advances on royalties. These advances are paid when
the developer reaches certain stages of development, called milestones.
Independent video game developers create games without a publisher and may choose to
digitally distribute their games.[citation needed]
Development team[edit]
Developers can range in size from small groups making casual games to housing hundreds of
employees and producing several large titles. [16] Companies divide their subtasks of game's
development. Individual job titles may vary; however, roles are the same within the industry.
[31]
The development team consists of several members.[22] Some members of the team may
handle more than one role; similarly more than one task may be handled by the same member.
[31]
Team size can vary from 3 to 100 or more members, depending on the game's scope. The
most represented are artists, followed by programmers, then designers, and finally, audio
specialists, with one to three producers in management.[86] Many teams also include a dedicated
writer with expertise in video game writing.[citation needed] These positions are employed full-time. Other
positions, such as testers, may be employed only part-time.[86] Use of contractors for art,
programming, and writing is standard within the industry.[citation needed] Salaries for these positions vary
depending on both the experience and the location of the employee.[87]
A development team includes these roles or disciplines:[31]
Designer[edit]
Further information: Video game design
A game designer is a person who designs gameplay, conceiving and designing the rules and
structure of a game.[88][89][90] Development teams usually have a lead designer who coordinates the
work of other designers. They are the main visionary of the game.[91] One of the roles of a
designer is being a writer, often employed part-time to conceive game's narrative, dialogue,
commentary, cutscene narrative, journals, video game packaging content, hint system, etc.[92][93]
[94]
In larger projects, there are often separate designers for various parts of the game, such
as, game mechanics, user interface, characters, dialogue, graphics, etc.[citation needed]
Artist[edit]
Further information: Game art design
A game artist is a visual artist who creates video game art.[95][96] The art production is usually
overseen by an art director or art lead, making sure their vision is followed. The art director
manages the art team, scheduling and coordinating within the development team. [95]
The artist's job may be 2D oriented or 3D oriented. 2D artists may produce concept art,[97]
[98]
sprites,[99] textures,[100][101] environmental backdrops or terrain images,[97][101] and user interface.
[99]
3D artists may produce models or meshes,[102][103] animation,[102] 3D environment,[104] and
cinematics.[104] Artists sometimes occupy both roles.[citation needed]
Programmer[edit]
Main article: Game programmer
A game programmer is a software engineer who primarily develops video games or related
software (such as game development tools). The game's codebase development is handled by
programmers.[105][106] There are usually one to several lead programmers,[107] who implement the
game's starting codebase and overview future development and programmer allocation on
individual modules. An entry-level programmer can make, on average, around $70,000 annually
and an experienced programmer can make, on average, around $125,000 annually.[87]
Individual programming disciplines roles include:[105]

 Physics – the programming of the game engine, including simulating physics, collision,
object movement, etc.;
 AI – producing computer agents using game AI techniques, such as scripting, planning, rule-
based decisions, etc.
 Graphics – the managing of graphical content utilization and memory considerations; the
production of graphics engine, integration of models, textures to work along the physics
engine.
 Sound – integration of music, speech, effect sounds into the proper locations and times.
 Gameplay – implementation of various games rules and features (sometimes called
a generalist);
 Scripting – development and maintenance of high-level command system for various in-
game tasks, such as AI, level editor triggers, etc.
 UI – production of user interface elements, like option menus, HUDs, help and feedback
systems, etc.
 Input processing – processing and compatibility correlation of various input devices, such as
keyboard, mouse, gamepad, etc.
 Network communications – the managing of data inputs and outputs for local and internet
gameplay.
 Game tools – the production of tools to accompany the development of the game, especially
for designers and scripters.
Level designer[edit]
Further information: Level design
A level designer is a person who creates levels, challenges or missions for video games using a
specific set of programs.[108][109] These programs may be commonly available
commercial 3D or 2D design programs, or specially designed and tailored level editors made for
a specific game.
Level designers work with both incomplete and complete versions of the game. Game
programmers usually produce level editors and design tools for the designers to use. This
eliminates the need for designers to access or modify game code.[110] Level editors may involve
custom high-level scripting languages for interactive environments or AIs. As opposed to the
level editing tools sometimes available to the community, level designers often work with
placeholders and prototypes aiming for consistency and clear layout before required artwork is
completed.
Sound engineer[edit]
Further information: Video game music
Sound engineers are technical professionals responsible for sound effects and sound
positioning. They are sometimes involved in creating haptic feedback, as was the case with
the Returnal game sound team at PlayStation Studios Creative Arts' in London.[111] They
sometimes oversee voice acting and other sound asset creation.[112][113] Composers who create a
game's musical score also comprise a game's sound team, though often this work is outsourced.
Tester[edit]
Further information: Game testing
The quality assurance is carried out by game testers. A game tester analyzes video games to
document software defects as part of a quality control. Testing is a highly technical field
requiring computing expertise, and analytic competence.[101][114]
The testers ensure that the game falls within the proposed design: it both works and is
entertaining.[115] This involves testing of all features, compatibility, localization, etc. Although,
necessary throughout the whole development process, testing is expensive and is often actively
utilized only towards the completion of the project.

Development process[edit]
Game development is a software development process, as a video game is software with art,
audio, and gameplay. Formal software development methods are often overlooked. [2] Games with
poor development methodology are likely to run over budget and time estimates, as well as
contain a large number of bugs. Planning is important for individual[10] and group projects alike.[72]
Overall game development is not suited for typical software life cycle methods, such as
the waterfall model.[116]
One method employed for game development is agile development.[117] It is based on iterative
prototyping, a subset of software prototyping.[118] Agile development depends on feedback and
refinement of game's iterations with gradually increasing feature set.[119] This method is effective
because most projects do not start with a clear requirement outline.[117] A popular method of agile
software development is Scrum.[120]
Another successful method is Personal Software Process (PSP) requiring additional training for
staff to increase awareness of project's planning.[121] This method is more expensive and requires
commitment of team members. PSP can be extended to Team Software Process, where the
whole team is self-directing.[122]
Game development usually involves an overlap of these methods.[116] For example, asset creation
may be done via waterfall model, because requirements and specification are clear, [123] but
gameplay design might be done using iterative prototyping.[123]
Development of a commercial game usually includes the following stages:[124][125]
Pre-production[edit]
Pre-production[126] or design phase[71] is a planning phase of the project focused on idea and
concept development and production of initial design documents.[125][127][128][129] The goal of concept
development is to produce clear and easy to understand documentation,[125][130] which describes all
the tasks, schedules and estimates for the development team.[131] The suite of documents
produced in this phase is called production plan.[132] This phase is usually not funded by a
publisher,[125] however good publishers may require developers to produce plans during pre-
production.[131]
The concept documentation can be separated into three stages or documents—high concept,
pitch and concept;[124][133] however, there is no industry standard naming convention, for example,
both Bethke (2003) and Bates (2004) refer to pitch document as "game proposal",[126][131] yet
Moore, Novak (2010) refers to concept document as "game proposal".[124]
The late stage of pre-production may also be referred to as proof of concept,[126] or technical
review[124] when more detailed game documents are produced.
Publishers have started to expect broader game proposals even featuring playable prototypes. [134]
High concept[edit]
High concept is a brief description of a game.[124][126] The high concept is the one-or two-sentence
response to the question, "What is your game about?".
Pitch[edit]
A pitch,[124][126] concept document,[124] proposal document,[131] or game proposal[126] is a short
summary document intended to present the game's selling points and detail why the game would
be profitable to develop.[124][126]
Verbal pitches may be made to management within the developer company, and then presented
to publishers.[135] A written document may need to be shown to publishers before funding is
approved.[131] A game proposal may undergo one to several green-light meetings with publisher
executives who determine if the game is to be developed.[136] The presentation of the project is
often given by the game designers.[137] Demos may be created for the pitch; however may be
unnecessary for established developers with good track records.[137]
If the developer acts as its own publisher, or both companies are subsidiaries of a single
company, then only the upper management needs to give approval.[137]
Concept[edit]
Concept document,[126] game proposal,[124] or game plan[138] is a more detailed document than the
pitch document.[124][126][130] This includes all the information produced about the game.[138] This
includes the high concept, game's genre, gameplay description, features, setting, story, target
audience, hardware platforms, estimated schedule, marketing analysis, team requirements, and
risk analysis.[139]
Before an approved design is completed, a skeleton crew of programmers and artists usually
begins work.[137] Programmers may develop quick-and-dirty prototypes showcasing one or more
features that stakeholders would like to see incorporated in the final product. [137] Artists may
develop concept art and asset sketches as a springboard for developing real game assets.
[137]
Producers may work part-time on the game at this point, scaling up for full-time commitment
as development progresses.[137] Game producers work during pre-production is related to
planning the schedule, budget and estimating tasks with the team.[137] The producer aims to
create a solid production plan so that no delays are experienced at the start of the production. [137]
Game design document[edit]
Main article: Game design document
Before a full-scale production can begin, the development team produces the first version of
a game design document incorporating all or most of the material from the initial pitch.[140][141] The
design document describes the game's concept and major gameplay elements in detail. It may
also include preliminary sketches of various aspects of the game. The design document is
sometimes accompanied by functional prototypes of some sections of the game.[citation needed] The
design document remains a living document throughout the development—often changed weekly
or even daily.[142]
Compiling a list of game's needs is called "requirement capture".[10]
Prototype[edit]

Placeholder graphics are characteristic of early game


prototypes.
Writing prototypes of gameplay ideas and features is an important activity that allows
programmers and game designers to experiment with different algorithms and usability scenarios
for a game. A great deal of prototyping may take place during pre-production before the design
document is complete and may, in fact, help determine what features the design specifies.
Prototyping at this stage is often done manually, (paper prototyping), not digitally, [citation needed] as this
is often easier and faster to test and make changes before wasting time and resources into what
could be a canceled idea or project. Prototyping may also take place during active development
to test new ideas as the game emerges.
Prototypes are often meant only to act as a proof of concept or to test ideas, by adding,
modifying or removing some of the features.[143] Most algorithms and features debuted in a
prototype may be ported to the game once they have been completed.
Often prototypes need to be developed quickly with very little time for up-front design (around 15
to 20 minutes of testing).[citation needed] Therefore, usually very prolific programmers are called upon to
quickly code these testbed tools. RAD tools may be used to aid in the quick development of
these programs. In case the prototype is in a physical form, programmers and designers alike will
make the game with paper, dice, and other easy to access tools in order to make the prototype
faster.
A successful development model is iterative prototyping, where design is refined based on
current progress. There are various technology available for video game development [144]
Production[edit]
Production is the main stage of development, when assets and source code for the game are
produced.[145]
Mainstream production is usually defined as the period of time when the project is fully staffed.
[citation needed]
Programmers write new source code, artists develop game assets, such
as, sprites or 3D models. Sound engineers develop sound effects and composers develop music
for the game. Level designers create levels, and writers write dialogue for cutscenes and NPCs.
[original research?]
Game designers continue to develop the game's design throughout production.
Design[edit]
Main article: Game design
Game design is an essential and collaborative[146] process of designing the content and rules of
a game,[147] requiring artistic and technical competence as well as writing skills.[148] Creativity and
an open mind is vital for the completion of a successful video game.
During development, the game designer implements and modifies the game design to reflect the
current vision of the game. Features and levels are often removed or added. The art treatment
may evolve and the backstory may change. A new platform may be targeted as well as a
new demographic. All these changes need to be documented and disseminated to the rest of the
team. Most changes occur as updates to the design document.
Programming[edit]
Main article: Game programming
The programming of the game is handled by one or more game programmers. They develop
prototypes to test ideas, many of which may never make it into the final game. The programmers
incorporate new features demanded by the game design and fix any bugs introduced during the
development process. Even if an off-the-shelf game engine is used, a great deal of programming
is required to customize almost every game.
Level creation[edit]
Main article: Level design
From a time standpoint, the game's first level takes the longest to develop. As level designers
and artists use the tools for level building, they request features and changes to the in-house
tools that allow for quicker and higher quality development. Newly introduced features may cause
old levels to become obsolete, so the levels developed early on may be repeatedly developed
and discarded. Because of the dynamic environment of game development, the design of early
levels may also change over time. It is not uncommon to spend upwards of twelve months on
one level of a game developed over the course of three years. Later levels can be developed
much more quickly as the feature set is more complete and the game vision is clearer and more
stable.
Art production[edit]
Main article: Game art design
During development, artists make art assets according to specifications given by the designers.
Early in production, concept artists make concept art to guide the artistic direction of the game,
rough art is made for prototypes, and the designers work with artists to design the visual style
and visual language of the game. As production goes on, more final art is made, and existing art
is edited based on player feedback.
Audio production[edit]
Further information: Video game music
Game audio may be separated into three categories—sound effects, music, and voice-over. [149]
Sound effect production is the production of sounds by either tweaking a sample to a desired
effect or replicating it with real objects.[149] Sound effects include UI sound design, which
effectively conveys information both for visible UI elements and as an auditory display. It
provides sonic feedback for in-game interfaces, as well as contributing to the overall game
aesthetic.[150] Sound effects are important and impact the game's delivery.[151]
Music may be synthesized or performed live.[152]
There are four main ways in which music is presented in a game.

 Music may be ambient, especially for slow periods of game, where the music aims to
reinforce the aesthetic mood and game setting.[153]
 Music may be triggered by in-game events. For example, in such games as Pac-
Man or Mario, player picking up power-ups triggered respective musical scores.[153]
 Action music, such as chase, battle or hunting sequences is fast-paced, hard-changing
score.[154]
 Menu music, similar to credits music, creates aural impact while relatively little action is
taking place.[154]
A game title with 20 hours of single-player gameplay may feature around 1 hour. [154]
Testing[edit]
Main article: Game testing
Quality assurance of a video game product plays a significant role throughout the development
cycle of a game, though comes more significantly into play as the game nears completion. Unlike
other software products or productivity applications, video games are fundamentally meant to
entertain, and thus the testing of video games is more focused on the end-user experience rather
than the accuracy of the software code's performance, which leads to differences in how game
software is developed.[155]
Because game development is focused on the presentation and gameplay as seen by the player,
there often is little rigor in maintaining and testing backend code in early stages of development
since such code may be readily disregarded if there are changes found in gameplay.
Some automated testing may be used to assure the core game engine operates as expected, but
most game testing comes via game tester, who enter the testing process once a playable
prototype is available. This may be one level or subset of the game software that can be used to
any reasonable extent.[155] The use of testers may be lightweight at the early stages of
development, but the testers' role becomes more predominant as the game nears completion,
becoming a full-time role alongside development.[155] Early testing is considered a key part of
game design; the most common issue raised in several published post-mortems on game
development was the failure to start the testing process early.[155]
As code matures and the gameplay features solidify, then development typically includes more
rigorous test controls such as regression testing to make sure new updates to the code base do
not change working parts of the game. Games are complex software systems, and changes in
one code area may unexpected cause a seemingly unrelated part of the game to fail. Testers are
tasked to repeatedly play through updated versions of games in these later stages to look for any
issues or bugs not otherwise found from automated testing. Because this can be a monotonous
task of playing the same game over and over, this process can lead to games frequently being
released with uncaught bugs or glitches.[155]
There are other factors simply inherent to video games that can make testing difficult. This
includes the use of randomized gameplay systems, which require more testing for both game
balance and bug tracking than more linearized games, the balance of cost and time to devote to
testing as part of the development budget, and assuring that the game still remains fun and
entertaining to play as changes are made to it.[155]
Despite the dangers of overlooking regression testing, some game developers and publishers fail
to test the full feature suite of the game and ship a game with bugs. This can result in customers
dissatisfaction and failure to meet sales goals. When this does happen, most developers and
publishers quickly release patches that fix the bugs and make the game fully playable again.
[155]
Certain publishing models are designed specifically to accommodate the fact that first
releases of games may be bug-ridden but will be fixed post-release. The early access model
invites players to pay into a game before its planned release and help to provide feedback and
bug reports.[155] Mobile games and games with live services are also anticipated to be updated on
a frequent basis, offset pre-release testing with live feedback and bug reports. [155]
Milestones[edit]
Video game development milestones follow a similar process
as with other software development.
Commercial game development projects may be required to meet milestones set by publisher.
Milestones mark major events during game development and are used to track game's progress.
[156]
Such milestones may be, for example, first playable,[157][158] alpha,[159][160] or beta[160] game
versions. Project milestones depend on the developer schedules.[156]
Milestones are usually based on multiple short descriptions for functionality; examples may be
"Player roaming around in game environment" or "Physics working, collisions, vehicle" etc.
(numerous descriptions are possible). These milestones are usually how the developer gets paid;
sometimes as "an advance against royalty". These milestones are listed, anywhere from three to
twenty depending on developer and publisher. The milestone list is usually a collaborative
agreement between the publisher and developer. The developer usually advocates for making
the milestone descriptions as simple as possible; depending on the specific publisher - the
milestone agreements may get very detailed for a specific game. When working with a good
publisher, the "spirit of the law" is usually adhered to regarding milestone completion... in other
words if the milestone is 90% complete the milestone is usually paid with the understanding that
it will be 100% complete by the next due milestone. It is a collaborative agreement between
publisher and developer, and usually (but not always) the developer is constrained by heavy
monthly development expenses that need to be met. Also, sometimes milestones are "swapped",
the developer or publisher may mutually agree to amend the agreement and rearrange milestone
goals depending on changing requirements and development resources available. Milestone
agreements are usually included as part of the legal development contracts. After each
"milestone" there is usually a payment arrangement. Some very established developers may
simply have a milestone agreement based on the amount of time the game is in development
(monthly / quarterly) and not specific game functionality - this is not as common as detailed
functionality "milestone lists".
There is no industry standard for defining milestones, and such vary depending on publisher,
year, or project.[161] Some common milestones for two-year development cycle are as follows:[156]
First playable[edit]
The first playable is the game version containing representative gameplay and assets,[156] this is
the first version with functional major gameplay elements.[157] It is often based on the prototype
created in pre-production.[158] Alpha and first playable are sometimes used to refer to a single
milestone, however large projects require first playable before feature complete alpha.[157] First
playable occurs 12 to 18 months before code release. It is sometimes referred to as the "Pre-
Alpha" stage.[160]
Alpha[edit]
See also: Alpha release
Alpha is the stage when key gameplay functionality is implemented, and assets are partially
finished.[160] A game in alpha is feature complete, that is, game is playable and contains all the
major features.[161] These features may be further revised based on testing and feedback.
[160]
Additional small, new features may be added, similarly planned, but unimplemented features
may be dropped.[161] Programmers focus mainly on finishing the codebase, rather than
implementing additions.[159]
Code freeze[edit]
Code freeze is the stage when new code is no longer added to the game and only bugs are
being corrected. Code freeze occurs three to four months before code release. [160]
Beta[edit]
See also: Beta release
Beta is feature and asset complete version of the game, when only bugs are being fixed. [159]
[160]
This version contains no bugs that prevent the game from being shippable. [159] No changes are
made to the game features, assets, or code. Beta occurs two to three months before code
release.[160]
Code release[edit]
Code release is the stage when many bugs are fixed and game is ready to be shipped or
submitted for console manufacturer review. This version is tested against QA test plan. First
code release candidate is usually ready three to four weeks before code release.[160]
Gold master[edit]
See also: Release to manufacturing
Gold master is the final game's build that is used as a master for production of the game. [162]
Release schedules and "crunch time"[edit]
See also: Crunch (video games)
In most AAA game development, games are announced a year or more in advance and given a
planned release date or approximate window so that they can promote and market the game,
establish orders with retailers, and entice consumers to pre-order the game. Delaying the release
of a video game can have negative financial impact for publishers and developers, and extensive
delays may lead to project cancellation and employee layoffs.[163] To assure a game makes a set
release date, publishers and developers may require their employees to work overtime to
complete the game, which is considered common in the industry.[164] This overtime is often
referred to it as "crunch time" or "crunch mode".[165] In 2004 and afterwards, the culture of crunch
time in the industry came under scrutiny, leading to many publishers and developers to reduce
the expectation on developers for overtime work and better schedule management, though
crunch time still can occur.[166]
Post-production[edit]
After the game goes gold and ships, some developers will give team members comp
time (perhaps up to a week or two) to compensate for the overtime put in to complete the game,
though this compensation is not standard.[citation needed]
Maintenance[edit]
Once a game ships, the maintenance phase for the video game begins.[167]
Games developed for video game consoles have had almost no maintenance period in the past.
The shipped game would forever house as many bugs and features as when released. This was
common for consoles since all consoles had identical or nearly identical hardware; making
incompatibility, the cause of many bugs, a non-issue. In this case, maintenance would only occur
in the case of a port, sequel, or enhanced remake that reuses a large portion of the engine and
assets.[citation needed]
In recent times popularity of online console games has grown, and online capable video game
consoles and online services such as Xbox Live for the Xbox have developed. Developers can
maintain their software through downloadable patches. These changes would not have been
possible in the past without the widespread availability of the Internet.[citation needed]
PC development is different. Game developers try to account for majority of configurations and
hardware. However, the number of possible configurations of hardware and software inevitably
leads to discovery of game-breaking circumstances that the programmers and testers did not
account for.[citation needed]
Programmers wait for a period to get as many bug reports as possible. Once the developer
thinks they've obtained enough feedback, the programmers start working on a patch. The patch
may take weeks or months to develop, but it is intended to fix most accounted bugs and
problems with the game that were overlooked past code release, or in rare cases, fix unintended
problems caused by previous patches. Occasionally a patch may include extra features or
content or may even alter gameplay.[citation needed]
In the case of a massively multiplayer online game (MMOG), such as a MMORPG or MMORTS,
the shipment of the game is the starting phase of maintenance. [167] The maintenance staff for such
an online game can number in the dozens, sometimes including members of the original
programming team,[citation needed] as the game world is continuously changed and iterated and new
features are added. Some developers implement a public test realm or player test realm (PTR) in
order to test out significant upcoming changes prior to release. These specialized servers offer
similar benefits as beta testing, where players get to preview new features while the developer
gathers data about bugs and game balance.[168][169]

Outsourcing[edit]
Several development disciplines, such as audio, dialogue, or motion capture, occur for relatively
short periods of time. Efficient employment of these roles requires either large development
house with multiple simultaneous title production or outsourcing from third-party vendors.
[170]
Employing personnel for these tasks full-time is expensive,[171] so a majority of developers
outsource a portion of the work. Outsourcing plans are conceived during the pre-production
stage; where the time and finances required for outsourced work are estimated. [172]

 The music cost ranges based on length of composition, method of performance (live or
synthesized), and composer experience.[173] In 2003 a minute of high quality synthesized
music cost between US$600-1.5k.[153] A title with 20 hours of gameplay and 60 minutes of
music may have cost $50k-60k for its musical score.[154]
 Voice acting is well-suited for outsourcing as it requires a set of specialized skills. Only large
publishers employ in-house voice actors.[174]
 Sound effects can also be outsourced.[151]
 Programming is generally outsourced less than other disciplines, such as art or music.
However, outsourcing for extra programming work or savings in salaries has become more
common in recent years.[175][176][177][178][179][180]
Ghost development[edit]
Outsourced work is sometimes anonymous, i.e. not credited on the final product. This might go
against the wishes of the developer, or it is something they reluctantly consent to because it is
the only work they can get.[181] See Video game controversies § Lack of crediting for more
information on this.
However, anonymity can also be agreed upon, or even desired by the outsourced party. A
2015 Polygon article stated that this practice is known as ghost development.[182] Ghost
developers are hired by other developers to provide assistance, by publishers to develop a title
they designed, or by companies outside the gaming industry. These businesses prefer to keep
this hidden from the public to protect their brand equity, not wanting consumers or investors to
know that they rely on external help. Ghost development can involve (small) portions of a project,
but there have been instances of entire games being outsourced without the studio being
credited.[182]
Ghost development has a particular long history in the Japanese video game industry.
[183]
Probably the best-known example is Tose. Founded in 1979, this 'behind-the-scenes' agent
has either developed or helped develop over 2,000 games as of 2017, most of them
anonymously. This includes uncredited contributions to multiple Resident Evil, Metal Gear,
and Dragon Quest titles.[184][185] Another example is Tokyo-based Hyde, which worked on Final
Fantasy, Persona, and Yakuza games.[186] Its president, Kenichi Yanagihara, stated that the
approach stems from Japanese culture, in which many people prefer not to seek the limelight.[187]

Marketing[edit]
The game production has similar distribution methods to those of music and film industries. [34]
The publisher's marketing team targets the game for a specific market and then advertises it.
[188]
The team advises the developer on target demographics and market trends,[188] as well as
suggests specific features.[189] The game is then advertised and the game's high concept is
incorporated into the promotional material, ranging from magazine ads to TV spots.
[188]
Communication between developer and marketing is important.[189]
The length and purpose of a game demo depends on the purpose of the demo and target
audience. A game's demo may range between a few seconds (such as clips or screenshots) to
hours of gameplay. The demo is usually intended for journalists, buyers, trade shows, general
public, or internal employees (who, for example, may need to familiarize with the game to
promote it). Demos are produced with public relations, marketing and sales in mind, maximizing
the presentation effectiveness.[190]
Trade show demo[edit]
As a game nears completion, the publisher will want to showcase a demo of the title at trade
shows. Many games have a "Trade Show demo" scheduled.[citation needed]
The major annual trade shows are, for example, Electronic Entertainment Expo (E3) or Penny
Arcade Expo (PAX).[191] E3 is the largest show in North America.[192] E3 is hosted primarily for
marketing and business deals. New games and platforms are announced at E3 and it received
broad press coverage.[77][193] Thousands of products are on display and press demonstration
schedules are kept.[193] In the 2000s E3 became a more closed-door event and many advertisers
have withdrawn, reducing E3's budget.[77] PAX, created by authors of Penny Arcade blog and
web-comic, is a mature and playful event with a player-centred philosophy.[34]
Localization[edit]
Main article: Video game localization
A game created in one language may also be published in other countries which speak a
different language. For that region, the developers may want to translate the game to make it
more accessible. For example, some games created for PlayStation Vita were initially published
in Japanese language, like Soul Sacrifice. Non-native speakers of the game's original language
may have to wait for the translation of the game to their language. But most modern big-budget
games take localization into account during the development process and the games are
released in several different languages simultaneously.[194]
Localization is the process of translating the language assets in a game into other languages.
[195]
By localizing games, they increase their level of accessibility where games could help to
expend the international markets effectively. Game localization is generally known as language
translations yet a "full localization" of a game is a complex project. Different levels of translation
range from: zero translation being that there is no translation to the product and all things are
sent raw, basic translation where only a few text and subtitles are translated or even added, and
a full translation where new voice overs and game material changes are added. [citation needed]
There are various essential elements on localizing a game including translating the language of
the game to adjusting in-game assets for different cultures to reach more potential consumers in
other geographies (or globalization for short). Translation seems to fall into the scope of
localization, which itself constitutes a substantially broader endeavor.[196] These include the
different levels of translation to the globalization of the game itself. However, certain developers
seem to be divided on whether globalization falls under localization or not. [citation needed]
Moreover, in order to fit into the local markets, game production companies often change or
redesign the graphic designs or the packaging of the game for marketing purposes. For example,
the popular game Assassin's Creed has two different packaging designs for the European and
US market.[197] By localizing the graphics and packaging designs, companies might arouse better
connections and attention from the consumers from various regions.[citation needed]

Development costs[edit]
See also: List of most expensive video games to develop
The costs of developing a video game varies widely depending on several factors including team
size, game genre and scope, and other factors such as intellectual property licensing costs. Most
video game consoles also require development licensing costs which include game development
kits for building and testing software. Game budgets also typically include costs for marketing
and promotion, which can be on the same order in cost as the development budget. [198]
Prior to the 1990s, game development budgets, when reported, typically were on the average
of US$1–5 million, with known outliers, such as the $20–25 million that Atari had paid to license
the rights for E.T. the Extra-Terrestrial in addition to development costs.[199][200] The adoption of
technologies such as 3D hardware rendering and CD-ROM integration by the mid-1990s,
enabling games with more visual fidelity compared to prior titles, caused developers and
publishers to put more money into game budgets as to flesh out narratives
through cutscenes and full-motion video, and creating the start of the AAA video game industry.
Some of the most expensive titles to develop around this time, approaching costs typical of major
motion picture production budgets, included Final Fantasy VII in 1997 with an estimated budget
of $40–45 million,[201] and Shenmue in 1999 with an estimated budget of $47–70 million.[202]Final
Fantasy VII, with its marketing budget, had a total estimated cost of $80–145 million.[203]
Raph Koster, a video game designer and economist, evaluated published development budgets
(less any marketing) for over 250 games in 2017 and reported that since the mid-1990s, there
has been a type of Moore's Law in game budgets, with the average budget doubling about every
five years after accounting for inflation. Koster reported average budgets were around $100
million by 2017, and could reach over $200 million by the early 2020s. Koster asserts these
trends are partially tied to the technological Moore's law that gave more computational power for
developers to work into their games, but also related to expectations for content from players in
newer games and the number of players games are expected to draw.[204] Shawn Layden, former
CEO of Sony Interactive Entertainment, affirmed that the costs for each generation of PlayStation
consoles nearly doubled, with PlayStation 4 games have average budgets of $100 million and
anticipating that PlayStation 5 games could reach $200 million.[205]
The rising costs of budgets of AAA games in the early 2000s led publishers to become risk-
averse, staying to titles that were most likely to be high-selling games to recoup their costs. As a
result of this risk aversion, the selection of AAA games in the mid-2000s became rather similar,
and gave the opportunity for indie games that provided more experimental and unique gameplay
concepts to expand around that time.[206]
Costs of development for AAA games continued to rise over the next two decades; a report by
the United Kingdom's Competition and Markets Authority regarding the proposed acquisition of
Activision Blizzard by Microsoft in 2023. Costs slowing increased from 1–4 million in 2000, to
over $5 million in 2006, then to over $20 million by 2010, followed by $50 million to $150 million
by 2018, and $200 million and up by 2023. In some cases, several AAA games exceeded $1
billion to make, split between $500-$600M to develop and a similar amount for marketing. [207] In
court documents from regulatory review of the Activision Blizzard merger, reviewed by The
Verge, the costs of Sony's first party games like Horizon Forbidden West and The Last of Us
Part II had exceeded $200 million.[208]

The Atari 2600 is a home video game console developed and produced by Atari, Inc. Released
in September 1977 as the Atari Video Computer System (Atari VCS), it
popularized microprocessor-based hardware and games stored on swappable ROM cartridges, a
format first used with the Fairchild Channel F in 1976. The VCS was bundled with
two joystick controllers, a conjoined pair of paddle controllers, and a game cartridge—
initially Combat[3] and later Pac-Man.[4] Sears sold the system as the Tele-Games Video Arcade.
Atari rebranded the VCS as the Atari 2600 in November 1982 alongside the release of the Atari
5200.

Pac-Man,[a] originally called Puck Man in Japan, is a 1980 maze action video game developed
and released by Namco for arcades. In North America, the game was released by Midway
Manufacturing as part of its licensing agreement with Namco America. The player controls Pac-
Man, who must eat all the dots inside an enclosed maze while avoiding four colored ghosts.
Eating large flashing dots called "Power Pellets" causes the ghosts to temporarily turn blue,
allowing Pac-Man to eat them for bonus points.
Game development began in early 1979, directed by Toru Iwatani with a nine-man team. Iwatani
wanted to create a game that could appeal to women as well as men, because most video
games of the time had themes of war or sports.[5][6] Although the inspiration for the Pac-Man
character was the image of a pizza with a slice removed, Iwatani has said he rounded out the
Japanese character for mouth, kuchi (Japanese: 口). The in-game characters were made to be
cute and colorful to appeal to younger players. The original Japanese title of Puck Man was
derived from the Japanese phrase paku paku taberu, which refers to gobbling something up; the
title was changed to Pac-Man for the North American release.

Unity is a cross-platform game engine developed by Unity Technologies, first announced and
released in June 2005 at Apple Worldwide Developers Conference as a Mac OS X game engine.
The engine has since been gradually extended to support a variety
of desktop, mobile, console and virtual reality platforms. It is particularly popular
for iOS and Android mobile game development, is considered easy to use for beginner
developers, and is popular for indie game development.[6]
The engine can be used to create three-dimensional (3D) and two-dimensional (2D) games, as
well as interactive simulations.[7][8] The engine has been adopted by industries outside video
gaming, such as film, automotive, architecture, engineering, construction, and the United States
Armed Forces.[9]

History
The Unity game engine launched in 2005, aiming to "democratize" game development by making
it accessible to more developers.[7][10] It was shown at Worldwide Developers Conference 2005
by Scott Forstall on Mac OS X.[11] The next year, Unity was named runner-up in the Best Use of
Mac OS X Graphics category in Apple Inc.'s Apple Design Awards.[12] Unity was initially released
for Mac OS X, later adding support for Microsoft Windows and Web browsers. [13]
Unity 2.0 (2007)
Unity 2.0 launched in 2007 with approximately 50 new features.[14] The release included an
optimized terrain engine for detailed 3D environments, real-time dynamic shadows, directional
lights and spotlights, video playback, and other features.[14] The release also added a version
control system to allow developers to collaborate more easily.[14] It included a Networking Layer
for developers to create multiplayer games based on the User Datagram Protocol,
offering Network Address Translation, State Synchronization, and Remote Procedure Calls.
[14]
When Apple launched its App Store in 2008, Unity quickly added support for the iPhone.[13] For
several years, the engine was uncontested on the iPhone and it became well known with iOS
game developers.[7]
Unity 3.0 (2010)
Unity 3.0 launched in September 2010 with features expanding the engine's graphics features for
desktop computers and video game consoles.[15] In addition to Android support, Unity 3 featured
integration of Illuminate Labs' Beast Lightmap tool, deferred rendering, a built-in tree editor,
native font rendering, automatic UV mapping, and audio filters, among other things.[15] In
2012 VentureBeat wrote, "Few companies have contributed as much to the flowing of
independently produced games as Unity Technologies. [...] More than 1.3 million developers are
using its tools to create gee-whiz graphics in their iOS, Android, console, PC, and web-based
games. Unity wants to be the engine for multi-platform games, period." [16] A May 2012 survey
by Game Developer magazine indicated Unity as its top game engine for mobile platforms.[17]
Unity 4.0 (2012)
In November 2012, Unity Technologies delivered Unity 4.0.[18] This version added DirectX 11
and Adobe Flash support, new animation tools called Mecanim, and access to the Linux preview.
[18]

Facebook integrated a software development kit for games using the Unity game engine in 2013.
[19]
This featured tools that allowed tracking advertising campaigns and deep linking, where users
were directly linked from social media posts to specific portions within games, and easy in-game-
image sharing.[19] In 2016, Facebook developed a new PC gaming platform with Unity.[20] Unity
provided support for Facebook's gaming platforms, and Unity developers could more quickly
export and publish games to Facebook.[20]
Unity 5 (2015)
The Verge said of 2015's Unity 5 release: "Unity started with the goal of making game
development universally accessible. [...] Unity 5 is a long-awaited step towards that
future."[21] With Unity 5, the engine improved its lighting and audio.[22] Through WebGL, Unity
developers could add their games to compatible Web browsers with no plug-ins required for
players.[22] Unity 5.0 offered real-time global illumination, light mapping previews, Unity Cloud, a
new audio system, and the Nvidia PhysX 3.3 physics engine.[22] The fifth generation of the Unity
engine also introduced Cinematic Image Effects to help make Unity games look less generic.
[23]
Unity 5.6 added new lighting and particle effects, updated the engine's overall performance,
and added native support for Nintendo Switch, Facebook Gameroom, Google Daydream, and
the Vulkan graphics API.[24] It introduced a 4K video player capable of running 360-degree videos
for virtual reality.[24]
However, some gamers criticized Unity's accessibility due to the high volume of quickly produced
games published on the Steam distribution platform by inexperienced developers. [25] Former
CEO John Riccitiello said in an interview that he believes this to be a side-effect of Unity's
success in democratizing game development: "If I had my way, I'd like to see 50 million people
using Unity – although I don't think we're going to get there any time soon. I'd like to see high
school and college kids using it, people outside the core industry. I think it's sad that most people
are consumers of technology and not creators. The world's a better place when people know
how to create, not just consume, and that's what we're trying to promote." [26]
Unity (2017–present)
In December 2016, Unity Technologies announced that they would change the version
numbering system for Unity from sequence-based identifiers to year of release to align the
versioning with their more frequent release cadence; Unity 5.6 was therefore followed by Unity
2017.[27] Unity 2017 tools featured a real-time graphics rendering engine, color grading and
worldbuilding, live operations analytics and performance reporting.[28] Unity 2017.2 underscored
Unity Technologies' plans beyond video games.[28] This included new tools such as Timeline,
which allowed developers to drag-and-drop animations into games, and Cinemachine, a smart
camera system within games.[28] Unity 2017.2 also integrated Autodesk's 3DS Max and Maya
tools into the Unity engine for a streamlined asset sharing in-game iteration process. [29]
Unity 2018 featured the Scriptable Render Pipeline for developers to create high-end graphics.
[30]
This included the High-Definition Rendering Pipeline for console and PC experiences, and the
Lightweight Rendering Pipeline (later renamed to the Universal Render Pipeline [31]) for mobile,
virtual reality, and augmented reality.[30] Unity 2018 also included machine learning tools, such as
Imitation Learning, whereby games learn from real player habits, support for Magic Leap, and
templates for new developers.[30]
The C# source code of Unity was published under a "reference-only" license in March 2018,
which prohibits reuse and modification.[32]
As of 2020, software built with Unity's game engine was running on more than 1.5 billion devices.
According to Unity, apps made with their game engine account for 50 percent of all mobile
games, and are downloaded more than 3 billion times per month, and approximately 15,000 new
projects are started daily with its software.[33][34] Financial Times reported that Unity's engine
"powers some of the world's most lucrative mobile games", such as Pokémon
Go and Activision's Call of Duty Mobile.[35]
In June 2020, Unity introduced the Mixed and Augmented Reality Studio (MARS), which provides
developers with additional functionality for rules-based generation of augmented reality (AR)
applications.[36] Unity released Unity Forma, an automotive and retail solution tool, on December
9, 2020.[37]
In June 2020, Unity announced the Unity Editor will support Apple Silicon. The first beta version
shipped later that year.[38][39]
Unity 2021 brought multiple new features such as Bolt, Unity's Visual Scripting system, a new
multiplayer library to support multiplayer games, improved Il2cpp runtime performance,
Volumetric clouds for the High Definition Render pipeline.[40] Shadow caching and Screen Space
Global Illumination for HDRP.[41] For the Universal Render Pipeline it added new features such as
point light shadows, Deferred renderer and general core engine improvements and fixes. [42][43] Full
Apple Silicon support was also added in Unity 2021.2. Unity Hub support for Apple Silicon editors
arrived in version 3.0 in January 2022.[44]
Changes to Unity 2022 were intended to improve productivity by reducing the time required to
enter play mode and import files, and implementing visual search queries and multi selection in
the package manager.[45] For 2D projects, changes focused on accelerating core software, import,
animation, and physics. Sprite atlasing was revised. Support for PSD extension files and layer
management were added to the 2D PSD Importer, and Delaunay tessellation for 2D physics was
added.[45]
On November 16, 2023, Unity announced that the next version of the engine would be called
Unity 6, reverting to the previous version numbering convention. Unity 6 is planned for release in
2024, with planned features including new generative AI tools called Unity Muse and Unity
Sentis.[46]

Features
Unity gives users the ability to create games and experiences in both 2D and 3D, and the engine
offers a primary scripting API in C# using Mono, for both the Unity editor in the form of plugins,
and games themselves, as well as drag and drop functionality.[47] Prior to C# being the primary
programming language used for the engine, it previously supported Boo, which was removed
with the release of Unity 5,[48] and a Boo-based implementation of JavaScript called UnityScript,
which was deprecated in August 2017, after the release of Unity 2017.1, in favor of C#. [49][50]
Within 2D games, Unity allows importation of sprites and an advanced 2D world renderer. For 3D
games, Unity allows specification of texture compression, mipmaps, and resolution settings for
each platform that the game engine supports,[51] and provides support for bump
mapping, reflection mapping, parallax mapping, screen space ambient occlusion (SSAO),
dynamic shadows using shadow maps, render-to-texture and full-screen post-processing effects.
[52]

Two separate render pipelines are available, High Definition Render Pipeline (HDRP)
and Universal Render Pipeline (URP, previously LWRP), in addition to the legacy built-in
pipeline.[53][54] All three render pipelines are incompatible with each other.[55] Unity offers a tool to
upgrade shaders using the legacy renderer to URP or HDRP.
Creators can develop and sell user-generated assets to other game makers via the Unity Asset
Store. This includes 3D and 2D assets and environments for developers to buy and sell. [56] Unity
Asset Store launched in 2010. By 2018, there had been approximately 40 million downloads
through the digital store.[57]

Supported platforms
Unity is a cross-platform engine.[58] The Unity editor is supported on Windows, macOS, and
the Linux platform, while the engine itself currently supports building games for more than 19
different platforms, including mobile, desktop, consoles, and virtual reality. [59][60] Unity 2020
LTS officially supports the following platforms:[61]

 Mobile platforms iOS,[62] Android[62] (Android TV[63]), tvOS;[64]


 Desktop platforms Windows[62] (Universal Windows Platform[65]), Mac,[10] Linux;[66]
 Web platform WebGL;[60]
 Console platforms PlayStation 4,[62] PlayStation 5,[67] Xbox One,[10] Xbox Series X/S,
[68]
Nintendo Switch;[62]
 Virtual/Extended reality platforms Oculus,[62] PlayStation VR,[69] Google's ARCore,[70] Apple's
ARKit,[71] Windows Mixed Reality[72] (HoloLens[73]), Magic Leap,[74] and via Unity XR
SDK[75] Steam VR,[76] Google Cardboard.[77]
Formerly supported platforms are Wii,[78] Wii U,[79] PlayStation 3,[80] Xbox 360,[80] Tizen,
[81]
PlayStation Vita,[82] 3DS,[83] BlackBerry 10,[84] Windows Phone 8,[84] Samsung Smart TV,[85] Gear
VR,[60] Daydream,[86] Vuforia,[70] Facebook Gameroom,[86] and Stadia.[87] Unity formerly supported
other platforms including its own Unity Web Player, a Web browser plugin. [66] However, it was
deprecated in favor of WebGL.[88] Since version 5, Unity has been offering its WebGL bundle
compiled to JavaScript using a 2-stage language translator (C# to C++ and finally to JavaScript).
[89]

Unity was the default software development kit (SDK) used for Nintendo's Wii U video game
console, with a free copy included by Nintendo with each Wii U developer license. Unity
Technologies called this bundling of a third-party SDK an "industry first". [16][90]
In August 2023, Unity China announced that it would soon launch a Chinese edition
called Tuanjie Engine (Chinese: 团结引擎; pinyin: Tuánjié Yǐnqíng) based on Unity 2022 LTS,
which includes support for Chinese platforms like Weixin Mini Game, OpenHarmony and AliOS.[91]

Unreal Engine (UE) is a series of 3D computer graphics game engines developed by Epic
Games, first showcased in the 1998 first-person shooter video game Unreal. Initially developed
for PC first-person shooters, it has since been used in a variety of genres of games and has
been adopted by other industries, most notably the film and television industry. Unreal Engine is
written in C++ and features a high degree of portability, supporting a wide range
of desktop, mobile, console, and virtual reality platforms.
The latest generation, Unreal Engine 5, was launched in April 2022. Its source code is available
on GitHub, and commercial use is granted based on a royalty model, with Epic charging 5% of
revenues over US$1 million, which is waived for games published on the Epic Games Store. Epic
has incorporated features in the engine from acquired companies such as Quixel, which is seen
as helped by Fortnite's revenue
Tennis for Two (also known as Computer Tennis) is a sports video game that simulates a
game of tennis, and was one of the first games developed in the early history of video games.
American physicist William Higinbotham designed the game in 1958 for display at
the Brookhaven National Laboratory's annual public exhibition after learning that the government
research institution's Donner Model 30 analog computer could simulate trajectories with wind
resistance. He designed the game within a few hours, after which he and technician Robert V.
Dvorak built it over a period of three weeks. The game was displayed on an oscilloscope and
played with two custom aluminum controllers. Its visuals show a representation of a tennis
court viewed from the side, and players adjust the angle of their shots with a knob on their
controller and try to hit the ball over the net by pressing a button.
The game was very popular during the three-day exhibition, with players lining up to see the
game, especially high school students. It was shown again the following year with a larger
oscilloscope screen and a more complicated design that could simulate different gravity levels. It
was then dismantled and largely forgotten until the late 1970s when Higinbotham testified in
court about the game during lawsuits between Magnavox and Ralph H. Baer over video game
patents. Since then, it has been celebrated as one of the earliest video games, and Brookhaven
has made recreations of the original device. Under some definitions Tennis for Two is considered
the first video game, as while it did not include any technological innovations over prior games, it
was the first computer game to be created purely as an entertainment product rather than for
academic research or commercial technology promotion.

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