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=== Pre-production === ''Pre-production''{{sfn|Bates|2004|p=204}} or ''design phase''{{sfn|Bethke|2003|p=26}} is a planning phase of the project focused on idea and concept development and production of initial design documents.{{sfn|Bates|2004|p=203}}{{sfn|Adams|Rollings|2006|p=29}}{{sfn|Oxland|2004|p=251}}{{sfn|Chandler|2009|pp=5–9}} The goal of concept development is to produce clear and easy to understand documentation,{{sfn|Bates|2004|p=203}}{{sfn|Chandler|2009|p=6}} which describes all the tasks, schedules and estimates for the development team.{{sfn|Bethke|2003|p=102}} The suite of documents produced in this phase is called [[production plan]].{{sfn|Bethke|2003|pp=101–102}} This phase is usually not funded by a publisher,{{sfn|Bates|2004|p=203}} however good<!--that is how source describes them--> publishers may require developers to produce plans during pre-production.{{sfn|Bethke|2003|p=102}} The concept documentation can be separated into three stages or documents—high concept, pitch and concept;{{sfn|Moore|Novak|2010|p=70}}{{sfn|Bates|2004|pp=203–207}} however, there is no industry standard naming convention, for example, both Bethke (2003) and Bates (2004) refer to ''pitch document'' as "game proposal",{{sfn|Bates|2004|p=204}}{{sfn|Bethke|2003|p=102}} yet Moore, Novak (2010) refers to ''concept document'' as "game proposal".{{sfn|Moore|Novak|2010|p=70}} The late stage of pre-production may also be referred to as ''proof of concept'',{{sfn|Bates|2004|p=204}} or ''technical review''{{sfn|Moore|Novak|2010|p=70}} when more detailed game documents are produced. Publishers have started to expect broader game proposals even featuring playable prototypes.{{sfn|Bethke|2003|p=103}} ==== High concept ==== ''High concept'' is a brief description of a game.{{sfn|Moore|Novak|2010|p=70}}{{sfn|Bates|2004|p=204}} The high concept is the one-or two-sentence response to the question, "What is your game about?". ==== Pitch ==== A ''pitch'',{{sfn|Moore|Novak|2010|p=70}}{{sfn|Bates|2004|p=204}} ''concept document'',{{sfn|Moore|Novak|2010|p=70}} proposal document,{{sfn|Bethke|2003|p=102}} or ''game proposal''{{sfn|Bates|2004|p=204}} is a short summary document intended to present the game's selling points and detail why the game would be profitable to develop.{{sfn|Moore|Novak|2010|p=70}}{{sfn|Bates|2004|p=204}} Verbal pitches may be made to management within the developer company, and then presented to publishers.{{sfn|Bates|2004|p=274}} A written document may need to be shown to publishers before funding is approved.{{sfn|Bethke|2003|p=102}} A game proposal may undergo one to several ''green-light meetings'' with publisher executives who determine if the game is to be developed.{{sfn|Bethke|2003|p=27}} The presentation of the project is often given by the game designers.<ref name=":0">{{Cite book|last1=Zackariasson|first1=Peter|url=https://books.google.com/books?id=oQKFmX9m25sC&q=pitching+a+video+game&pg=PA61|title=The Video Game Industry: Formation, Present State, and Future|last2=Wilson|first2=Timothy L.|date=2012|publisher=Routledge|isbn=978-0-415-89652-8|language=en}}</ref> [[Game demo|Demos]] may be created for the pitch; however may be unnecessary for established developers with good track records.<ref name=":0" /> If the developer acts as its own publisher, or both companies are subsidiaries of a single company, then only the upper management needs to give approval.<ref name=":0" /> ==== Concept ==== ''Concept document'',{{sfn|Bates|2004|p=204}} ''game proposal'',{{sfn|Moore|Novak|2010|p=70}} or ''game plan''{{sfn|Chandler|2009|p=8}} is a more detailed document than the pitch document.{{sfn|Moore|Novak|2010|p=70}}{{sfn|Bates|2004|p=204}}{{sfn|Chandler|2009|p=6}} This includes all the information produced about the game.{{sfn|Chandler|2009|p=8}} This includes the high concept, game's genre, gameplay description, features, setting, story, target audience, hardware platforms, estimated schedule, marketing analysis, team requirements, and risk analysis.{{sfn|Bates|2004|pp=204–205}} Before an approved design is completed, a skeleton crew of programmers and artists usually begins work.<ref name=":0"/> Programmers may develop [[quick-and-dirty]] prototypes showcasing one or more features that stakeholders would like to see incorporated in the final product.<ref name=":0"/> Artists may develop concept art and asset sketches as a springboard for developing real [[game asset]]s.<ref name=":0"/> Producers may work part-time on the game at this point, scaling up for full-time commitment as development progresses.<ref name=":0"/> Game producer's work during pre-production is related to planning the schedule, budget and estimating tasks with the team.<ref name=":0"/> The producer aims to create a solid production plan so that no delays are experienced at the start of the production.<ref name=":0"/> ==== Game design document ==== {{Main|Game design document}} Before a full-scale production can begin, the development team produces the first version of a [[game design document]] incorporating all or most of the material from the initial pitch.{{sfn|Bates|2004|p=276}}{{sfn|Oxland|2004|pp=240, 274}} The design document describes the game's concept and major gameplay elements in detail. It may also include preliminary sketches of various aspects of the game. The design document is sometimes accompanied by functional [[Software prototyping|prototypes]] of some sections of the game.{{Citation needed|date=April 2010}} The design document remains a [[living document]] throughout the development—often changed weekly or even daily.{{sfn|Oxland|2004|p=241}} Compiling a list of game's needs is called "requirement capture".{{sfn|Bethke|2003|p=3}} ==== Prototype ==== [[File:Battle for Mandicor 0.0.5.png|thumb|Placeholder graphics are characteristic of early game prototypes.]] Writing [[Software prototyping|prototype]]s of gameplay ideas and features is an important activity that allows programmers and game designers to experiment with different [[algorithm]]s and usability scenarios for a game. A great deal of prototyping may take place during [[pre-production]] before the design document is complete and may, in fact, help determine what features the design specifies. Prototyping at this stage is often done manually, (paper prototyping), not digitally,{{Citation needed|date=March 2016}} as this is often easier and faster to test and make changes before wasting time and resources on what could be a canceled idea or project. Prototyping may also take place during active development to test new ideas as the game emerges. Prototypes are often meant only to act as a [[proof of concept]] or to test ideas, by adding, modifying or removing some of the features.{{sfn|Brathwaite|Schreiber|2009|p=189}} Most algorithms and features debuted in a prototype may be [[Porting|ported]] to the game once they have been completed. Often prototypes need to be developed quickly with very little time for up-front design (around 15 to 20 minutes of testing).{{Citation needed|date=March 2016}} Therefore, usually very prolific programmers are called upon to quickly code these [[testbed]] tools. [[Rapid application development|RAD]] tools may be used to aid in the quick development of these programs. In case the prototype is in a physical form, programmers and designers alike will make the game with paper, dice, and other easy-to-access tools in order to make the prototype faster. A successful development model is [[Iterative design|iterative prototyping]], where design is refined based on current progress. There are various technology available for video game development{{sfn|Bates|2004|p=226}}
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