Stages of Game Development
This is a high-level map of common development stages with best practice recommendations. These stages are signposts. Studios may use different names and may merge stages depending on scope, funding, genre, and platform requirements.
Glossary
- Pre-production: Discovering what the game is, proving it can be built, and de-risking the unknowns.
- Production: Building the game as it is now understood, at scale, with pipelines and predictable iteration.
- Prototype: Fast experiments to learn and verify concepts/fun.
- Vertical Slice: A representative chunk of the game that proves quality and pipeline needs (often used for funding/approval).
- Alpha: Feature complete (or very close) without polish and stability.
- Beta: Content complete with focus on stability, performance, balance, and bug fixing.
- Release Candidate: A build that could ship if it passes final checks/certification.
- Live Ops / Updates: Post-launch patches, content drops, events, and long-tail marketing beats.
Pre-Production
- Pre-production is chaotic by nature. Discovery cannot be scheduled the same way production is scheduled.
- It is best to staff a small, senior core team for pre-production, who will be best equipped to determine the core direction and the questions that need to be answered.
- Progress is through successive “real level prototypes” (not just mechanics in isolation) with rapid prototyping and iteration.
Phase 0: Concept & Feasibility
Goal: Decide the general idea and whether it’s worth pursuing.
Outputs
- One-sentence pitch + a slightly longer elevator pitch
- Target platforms, audience, rough scope boundaries
- Initial risks (tech, content, staffing, schedule)
Exit Criteria
- Can describe the core experience clearly
- Have a credible path to a playable prototype quickly
Common Pitfalls
- Falling in love with a concept before it is proven fun or feasible
Phase 1: Prototype (Exploration)
Goal: Learn fast and validate (or kill) assumptions cheaply
Actions
- A set of short experiments with clear learnings
- Build small prototypes to test core questions (movement feel, combat loop, puzzle readability, multiplayer feasibility, camera philosophy, etc.)
Outputs
- A clear “core loop” hypothesis
- Updated risk list
Exit Criteria
- Found at least one “spark” worth pursuing
- Known unknowns (knowing what is not yet fully understood/known and have a plan to test them)
Common Pitfalls
- Treating prototypes like production content (over polishing, premature optimization, etc.)
- Being hesistant to throw work away
Phase 2: Vertical Slice
Goal
- Prove small portion of the game that is polished enough to stand on its own
- Prove the concept will succeed later in the market
- Prove the team can hit target quality and repeat it within technology, time, and budget constraints
- Art, UX, audio, and gameplay quality at intended shipping bar
- Pipeline viability (the team can produce content at the needed pace)
- Performance budget directionally makes sense
Outputs
- Vertical Slice
- Shows:
- The core experience is compelling, not just “promising”
- Fundamentals are working (feel, readability, feedback, pacing)
- The look is strong in-engine, not just in concept art
- The required tech is real (or clearly achievable)
- Macro Design
- Documents:
- Player abilities / core verbs
- Level/encounter structure patterns
- Progression structure (linear, hub-based, systemic, etc.)
- The planned variety and how it’s distributed across the game
- Scope boundaries (what is in, what is explicitly out)
- Micro design (moment-to-moment level details) will be locked down during production.
Exit Criteria
- Publishable first playable that convinces the team (and ideally real players)
- The macro design is clear enough to prevent feature creep and guide content teams
- Estimates of production schedules based on tested workflows
Common Pitfalls
- Insufficient user testing to thoroughly prove systems and ideas
- Building a one-off “hero slice” that can’t be repeated (special-cased tools, unsustainable handcraft)
- Leaving pre-production without the fundamentals nailed, then “hoping it’ll get better” during production
Production
- Production works to build the full game efficiently based on the discoveries and knowledge from pre-production
- Planning becomes meaningful: executing on a defined vision
- Teams scale and pipelines matter
- Most work is repeatable content creation + integration + iteration
- Regular internal milestones (levels, quests, missions, features)
- Increasingly complete game build with real progression
Phase 3: Alpha (Feature Complete)
Goal: The game is playable end-to-end with core systems in place.
Actions
- Major features are implemented (even if unpolished)
- The game can be played through without “missing chunks”
- Bugs and balance issues are expected
- Market and user testing with expected audience segments
Exit Criteria
- All planned systems are developed and integrated
Common Pitfalls
- Insufficient user testing and iteration
- Exiting “Alpha” when important systems of the game are missing or unintegrated
Phase 4: Beta (Content Complete + Stabilization)
Goal: Lock content and make it shippable.
Actions
- Development on stability, performance, polish, and tuning
- Heavy bug fixing, performance work, balance/tuning
- Platform certification requirements handling for consoles
- Note: Many platforms require an initial build candidate to pass certification before many of the publishing features are accessible.
Exit Criteria
- Content complete (levels, missions, narrative, items, etc.)
- Only fixes and small adjustments remaining; no destabilizing changes
- Build quality is approaching release candidate
Common Pitfalls
- Late content churn that reintroduces bugs faster than QA can validate them
Phase 5: Release Candidate (RC) & Certification
Goal: Create a build that could ship.
Actions
- Certification submissions (console)
- Final regression testing, compliance checks, save migration testing
- Launch readiness: storefront, pricing, depots, day-one patch plan
Exit Criteria
- A “gold” build is approved, with a clear day-one patch strategy if needed
Common Pitfalls
- Not recognizing and planning for strict platform approval timelines (especially for certification and store publishing)
- Not having risk mitigations for core system failures (such as matchmatching, save systems, etc.)
Phase 6: Launch
Goal: Ship a stable product and support players in real time.
Actions
- Marketing
- Crash response, hotfix ability, support workflows
- Community and review monitoring
- Clear public communication (known issues, patch notes, roadmap expectations)
Common Pitfalls
- Slow, overly corporate, or antagonistic responses to issues and community feedback
Phase 7: Live Ops / Updates (Post-Launch)
Goal: Sustain the game and extend its tail.
Actions
- Hotfixes and bug patches
- Quality-of-life improvements
- Content updates, events, seasonal beats
- Ports and platform expansions
- Marketing beats tied to updates (festivals, bundles, discounts)
Common pitfall
- Shipping updates without a stability gate (can instead use “beta-like” stabilization periods for each patch)
A Note on Playtesting (Across All Stages)
Playtesting is not a single milestone, it is a repeated practice:
- Early: validate feel and comprehension (watch what players do, not just what they say)
- Mid: tune pacing, difficulty, onboarding, readability
- Late: verify end-to-end experience and find “pinch points” where players churn
Playtesting and implementation of playtest feedback should be core to the development schedule.