Each step of our process is designed to get you the results you deserve.
Becoming the best game development company around means using strategies with a prove track record.
We believe that we can build a formula that makes killer video games every time.


In Planning stage before everything, an idea for a video game has to exist.
This is the very first part of the planning stage and the roots that every video game will grow from.

In the planning stage, the most basic questions will need to be answered, like:

  • What kind of video game are we producing?
  • Will it be 2D or 3D?
  • What are some of the key features it must have?
  • Who are its characters?
  • When and where does it take place?
  • Who is our target audience?
  • Which platform are we building this on?

It may not seem like it, but ideating a video game is one of the hardest parts of game development. The idea a gaming studio comes up with will serve as the backbone of the entire game. It’s what sets the standard for every employee involved with building the game, but also gives publishers a high-level overview of what to expect. This brings us to the next part of development – proofing a concept


The next stage of game development, called pre-production, brainstorms how to give life to the many ideas laid out in the planning phase. This is where writers, artists, designers, developers, engineers, project leads, and other crucial departments collaborate on the scope of the video game and where each piece of the puzzle fits. A few examples of this collaboration may look like:

  • Writers meeting with the project leads to flesh out the narrative of the story. Who are the main characters in this tale? What are their backstories? How does each character relate to one another? Are there loose ends we’ll need to tie up later?
  • Engineers meeting with writers, letting them know that under the current technological constraints, we can’t fill that environment with 100 characters or the game will crash.
  • Artists meeting with designers to ensure visuals, color palettes, and art styles are consistent and aligned with what was laid out in the planning phase.
  • Developers meeting with engineers to flesh out all the in-game mechanics, physics, and how objects will render on a player’s screen.
  • Project leads meeting with multiple departments to figure out the “fun factor,” which you’ll find out later isn’t easy to pinpoint until the testing stage.

    From here, it’s common for studios to prototype characters, environments, interfaces, control schemes, and other in-game elements to see how they look, feel, and interact with one another. This is essentially the “let’s see what we’re working with” moment before moving onto the bread-and-butter of development – production.


Most of the time, effort, and resources spent on developing video games are during the production stage. This also happens to be one of the most challenging stages of video game development. During this process:

  • Character models are designed, rendered, and iterated on to look exactly how they should in the story.
  • Audio design works tirelessly to ensure every time your character steps onto sand, gravel, or cement, it sounds authentic.
  • Level designers craft environments that are dynamic, immersive, and suitable for many types of playstyles.
  • Voice actors read large stacks of scripts, doing take after take to get the right emotion, timing, and tone.
  • Developers write thousands-of-lines-of-source code to bring each piece of in-game content to life.
  • Project leads establish milestones and sprint schedules, ensuring each department and its team members are held accountable. This is especially important if a publisher regularly checks in for status updates.

These events and many more could take years of iterating to get right, and that’s assuming only a few changes are made along the way, which is hardly the reality.
In video game development, it’s not uncommon for entire segments of a game – months worth of work – to get scrapped after it’s completed. You can imagine how frustrating this is for the employees involved. These types of changes are typically brought up in the testing stage.

Every feature and mechanic in the game needs to be tested for quality control. A game that hasn’t been thoroughly tested is a game that’s not even ready for an Alpha release. Here are some things a playtester may point out during this stage:

  • Are there buggy areas or levels?
  • Is everything rendering on the screen?
  • Can I walk through this wall or a locked environment?
  • Are there features I can use to exploit the game?
  • Does my character get permanently stuck in this spot?
  • Is the character dialogue stale and boring?

There are even different types of playtesters. Some playtesters conduct stress tests by running into walls hundreds, if not thousands of times in an attempt to “break” the game. Other playtesters conduct “fun factor” tests to see if the game is too hard or too easy, or complete the entire game to see if it was satisfying enough. Without a “fun factor,” the game won’t sell many copies.
After countless hours of testing and iterating, the game should be ready for a late-Alpha or even Beta release, depending on how polished the in-game features are. This is the first time the public will get their hands on the game.


The finish line is near.
The light is at the end of the tunnel.
Launch day is on the horizon.
The months leading up to a game’s anticipated launch date is mostly spent squashing large backlogs of bugs – some old, some new found in the testing stage.
For games with many bugs, a studio will create a hierarchy of bugs to squash. This hierarchy will include “game-crashing” bugs near the top and minor bugs near the bottom.
In addition to bug squashing, developers will typically polish the game as much as possible before it launches.
Maybe that mountain range can have more depth. Perhaps the character’s leather straps can be more textured.
Let’s finally get around to making those trees sway in the wind.
These types of changes, though minor, can be important for making a video game more immersive.
When the game is squeaky-clean, it’s time to launch and distribute.


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