Ludo Atlas · Getting Started · Game Development at a Glance¶
Getting Started. This page answers four questions: how games get made, what each kind of person on a team does, where the money comes from, and the six assumptions beginners most often get wrong. Read it before deciding which direction to go.
1. How a Game Gets Made¶
The process at a mature studio looks roughly like this. Indie development trims it down, but the order barely changes:
| Stage | What happens | Typical output | Time reference |
|---|---|---|---|
| Concept | Get clear on "who it's for, what you play, and why it's fun" | One-page kickoff doc, prototype goal list | Days to a few weeks |
| Prototype | Validate the core loop in the crudest possible way | A playable prototype that runs but looks bad | 1–4 weeks |
| Vertical slice | Bring "one short stretch of the full experience" to near-final quality | One complete, presentable level | 1–3 months |
| Production | Mass-produce levels, assets and systems | All of the game's content | 3+ months solo, 1+ year for a team |
| Polish | Game feel, balance, performance, bug fixes | A release-ready build | 1–3 months |
| Launch | Store page, marketing, platform review | A product live on storefronts | 1–2 months |
| Live-Ops | Updates, bug fixes, community management, post-launch content | Long-term revenue and reputation | Ongoing |
The details of each step are spread across the handbooks in this repository; this page only gives the map:
| What you want to get right | Where to look |
|---|---|
| Gameplay, systems, balance | Game Design Handbook |
| Code, architecture, performance | Programming Handbook |
| Art and audio production | Art & Audio Handbook |
| Scheduling and scope control | Production Handbook |
| Levels | Level Design Handbook |
| After launch | Live-Ops & Growth |
2. Who's on the Team¶
Work in the game industry can be roughly split into eight tracks. For each role's full skill stack and entry path, see the Roles & Skills Map; here is the one-line version:
| Track | Roles | One-line responsibility |
|---|---|---|
| Programming | Gameplay / engine / tools / server | Turn design into working reality, and keep it smooth and crash-free |
| Design | Systems / balance / levels / narrative / combat | Decide "what you play" and "why it's fun" |
| Art | Concept / 2D / 3D / animation / VFX / UI / TA | Decide what the game looks like, and how everything you see moves |
| Audio | Sound design / composition / audio implementation | Decide how the game sounds; carries half the credit for game feel |
| Production | Producer / project manager | Get the right people doing the right things at the right time, and cut what isn't needed |
| Testing | QA | Find problems before players do, and hold the quality line |
| Publishing | Marketing / business development / platform relations | Make sure the target players know about the game and can buy it |
| Live-Ops | Community / data analysis / monetization | After launch, keep players around and playing longer |
Indie developers usually cover programming, design and some art on their own; small teams first fill in the "programming + art + design" trio.
3. Where the Money Comes From¶
| Business model | How it earns | Commonly seen in |
|---|---|---|
| Premium | One-time purchase | PC, console, polished indie titles |
| In-app purchases (IAP) | Skins, items, gacha, battle passes | Mobile games, some PC online games |
| Ads | Rewarded video, interstitials | Mini-games, hypercasual |
| Hybrid | Premium + DLC / IAP + ads | Many commercial titles |
| Subscription | Membership-based content services | A few products and platform services |
| Crowdfunding / grants | Pre-orders or funding up front | The startup phase of indie projects |
Differences between platforms and form factors (PC, console, mobile, mini-games, web) directly shape the business model and development budget; see the Multi-platform Launch Playbook and the Legal, Patents & Competition for details.
4. Three Scales, Three Approaches¶
| Scale | Headcount | Process traits | Biggest risk |
|---|---|---|---|
| Indie development | 1–2 people | No meetings, decide as you build; speed first, use ready-made assets | Scope out of control, project never ships |
| Small team | 3–10 people | Light process, weekly iterations; people wear several hats | Communication overhead, direction drift |
| Company | 10+ people | Dedicated roles, stage reviews; documentation and pipelines come first | High cost, slow decisions |
The larger the scale, the more it depends on process and documentation; the smaller the scale, the more it depends on picking the right scope. More on teams and collaboration keeps being added under Teams & Scale.
5. Extra Things to Watch for in Mainland China and Going Overseas¶
- Publishing in mainland China involves game licenses, anti-addiction rules, channel revenue splits and record-filing; see the Legal, Patents & Competition for details.
- Mini-games are a distinct engineering form (build size, performance and platform rules all differ); see the Mini-Game Development.
- Going overseas means Steam, consoles or overseas mobile stores, each with its own hurdles in testing, ratings and taxes; see the Multi-platform Launch Playbook.
6. Six Common Misconceptions¶
- "Anyone who plays games can make games": playing is consumption, making is production. Between the two lie the engine, process, and ten thousand debugging passes.
- "If you can't do art, you can't make games": art can be bought, collaborated on, or stylized. The real bottleneck is finishing.
- "Pick the wrong engine and it's over": any mainstream engine can get a game finished. The cost of switching is far lower than the cost of never building anything.
- "Indie development is free and easy": the freedom is real, the ease is not. It is high-intensity self-management.
- "Coming up with a hit idea comes first": ideas are cheap; building it and pushing it out is what's valuable.
- "AI is here, one person can make AAA": AI significantly speeds up coding and asset production, but it doesn't make your trade-offs for you. See the AI Workflows.
7. Where You Are Now¶
| Where you are | Next stop |
|---|---|
| Wanting clarity on the industry and roles | Roles & Skills Map |
| Ready to start making something | Engine Selection Guide → Your First Game |
| Committing long term, planning years ahead | Learning Paths |
| A project in hand, wanting to avoid pitfalls | Pitfalls & Anti-patterns · Indie Survival |
Further Reading¶
- Roles & Skills Map: full skill stacks and entry paths for the eight tracks.
- Resources: the full directory of engines, tools, courses and communities.
- Case Studies: four-part breakdowns of successful and failed projects.