The pre-production stage of the games pipeline starts with the very basics of development. Figuring out genre, basic game mechanics, and of course delegating jobs and hiring staff - also asking basic questions, such as what platform/technology will be used to play this game, or who the target audience is. Obviously the production for a gory first-person shooter is going to be vastly different to the production of a pixelated unicorn clicker game, for example. All of these things are compiled into one document, called the Games Design Document (or GDD). Once all of the blanks have been filled in, concepting can start.
The concepting of a game includes prototype gameplay, art and sketches of the aesthetic the game is going for, and other such things - creating ideas for what the game might look like. Making test levels or character art, and using placeholder assets to test the very basic mechanics of a game. If a game passes through testing and prototyping, it can then begin with the actual production.
This, of course, is the longest stage in the games pipeline. From the further steps in concepting, modelling, and coding, all the way up to finalising and marketing. Obviously this takes a very long time, with several different stages, as outlined in CGS Spectrum:
Prototype: This is the initial test of the game (which happens in pre-production and is described in detail above). Some games may never make it past this stage.
First playable: The first playable gives a much better idea of the look and gameplay. While it is still far from final, placeholders are replaced with higher quality assets, and artwork is added.
Vertical slice: A vertical slice is a fully playable sample that can be used to pitch your game to studios or investors. Ranging from just a few minutes up to half an hour, a vertical slice provides a first-hand experience of your game.
Pre-alpha: The majority of the content is developed in the pre-alpha stage. At this point in game development, some big decisions will need to be made. Content may get cut, or new elements will need to be added to improve gameplay.
Alpha: The game is “feature complete” meaning the main features have all been added and the game is fully playable from start to finish. Some elements, such as art assets may still need to be added, but controls and functionality should be working properly. The QA testers will be making sure everything is running seamlessly and reporting errors back to the team.
Beta: At this point, all the content and assets are integrated, and the team should be focused on optimization rather than adding new functions or features.
Gold master: The game is final and ready to be sent to the publishing outlet and released to the public.
Each of these stages should be accomplished before the game is published, and in order to achieve maximum efficiency the production team has to work together and communicate every step of the way.
To the left you can see examples of this in Minecraft; it starts with concept art, before entering alpha, then moving to beta versions of an update, and then to the official game. This is more apparent in Minecraft specifically, as each new update goes through these production stages.
There are lots of different people who make video games happen. Here are a few of the important roles/departments, and what they do in the games industry:
Project Manager: This is a person, or group of people, who's job it is to make sure all aspects of a project or video game is going smoothly. For example, there will be an overall project manager who oversees the whole process, and perhaps there is a marketing manager who oversees the marketing department, and a modelling manager, etc. Depending on how big a game team is, there can be lots of managers within a project. Their job is to keep communication flowing, and make sure everybody is doing their jobs correctly, and efficiently.
Game Designers: Game designers, including smaller roles such as programmers, level designers, and writers, are responsible for writing and designing the general feel of the game. Level designers might write the script and directions for each level, and work with the programmers to create the level itself. These people specialise in making sure the player is focussed on the story, and where they're supposed to be going next.
Artists/Modellers: These are the individuals who create the visuals for the game. Some sub-roles in this category might include 3D modellers, game artists, animators, and FX artists. These people span flesh out the concepts and scripts, and turn it into an attractive, playable game. They build the assets, characters, environment, and after effects, and so turn the game into something attractive and aesthetically pleasing.
Audio Designers: The sound experts develop realistic sound effects, record voice-overs/dialogue between characters, and create soundtracks that set the mood for players, adding suspense or audio cues (e.g. opening music, menu pause music, marking a victory, etc).
Post production specialists: These are the people who double check the game is working after the production has been "completed". For example, game testers test the playable product for bugs and errors, and report back to the programmers to get these issues fixed before the game is released to the public. Other roles in this team include marketing, interpreters/translators, and publishers.