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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

  1. "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.
  2. "If you can't do art, you can't make games": art can be bought, collaborated on, or stylized. The real bottleneck is finishing.
  3. "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.
  4. "Indie development is free and easy": the freedom is real, the ease is not. It is high-intensity self-management.
  5. "Coming up with a hit idea comes first": ideas are cheap; building it and pushing it out is what's valuable.
  6. "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.