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Video game development
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=== Milestones === [[File:Software_dev2.svg|thumb|right|200px|Video game development milestones follow a similar process as with other software development.]] Commercial game development projects may be required to meet milestones set by the publisher.<!--244--> Milestones mark major events during game development and are used to track game's progress.{{sfn|Chandler|2009|p=244}} Such milestones may be, for example, ''first playable'',{{sfn|Bethke|2003|p=293}}{{sfn|Chandler|2009|p=244β245}} ''alpha'',{{sfn|Bethke|2003|p=294}}{{sfn|Chandler|2009|p=245}} or ''beta''{{sfn|Chandler|2009|p=245}} game versions.<!--The refs mention these being milestones, not just mention versions.--> Project milestones depend on the developer schedules.{{sfn|Chandler|2009|p=244}} Milestones are usually based on multiple short descriptions for functionality; examples may be "Player roaming around in-game environment" or "Physics working, collisions, vehicle" etc. (numerous descriptions are possible). These milestones are usually how the developer gets paid; sometimes as "an advance against royalty". These milestones are listed, anywhere from three to twenty depending on the developer and publisher. The milestone list is usually a collaborative agreement between the publisher and developer. The developer usually advocates for making the milestone descriptions as simple as possible; depending on the specific publisher - the milestone agreements may get very detailed for a specific game. When working with a good publisher, the "spirit of the law" is usually adhered to regarding milestone completion... in other words, if the milestone is 90% complete the milestone is usually paid with the understanding that it will be 100% complete by the next due milestone. It is a collaborative agreement between publisher and developer, and usually (but not always) the developer is constrained by heavy monthly development expenses that need to be met. Also, sometimes milestones are "swapped", the developer or publisher may mutually agree to amend the agreement and rearrange milestone goals depending on changing requirements and development resources available. Milestone agreements are usually included as part of the legal development contracts. After each "milestone" there is usually a payment arrangement. Some very established developers may simply have a milestone agreement based on the amount of time the game is in development (monthly/quarterly) and not specific game functionality - this is not as common as detailed functionality "milestone lists". There is no industry standard for defining milestones, and such varies depending on publisher, year, or project.{{sfn|Bethke|2003|p=192}} Some common milestones for a two-year development cycle are as follows:{{sfn|Chandler|2009|p=244}} ==== First playable ==== The ''first playable'' is the game version containing representative gameplay and assets,{{sfn|Chandler|2009|p=244}} this is the first version with functional major gameplay elements.{{sfn|Bethke|2003|p=293}} It is often based on the prototype created in pre-production.{{sfn|Chandler|2009|p=244β245}} Alpha and first playable are sometimes used to refer to a single milestone, however, large projects require first playable before [[feature complete]] alpha.{{sfn|Bethke|2003|p=293}} First playable occurs 12 to 18 months before code release. It is sometimes referred to as the "Pre-Alpha" stage.{{sfn|Chandler|2009|p=245}} ==== Alpha ==== {{See also|Alpha release}} ''Alpha'' is the stage when key gameplay functionality is implemented, and assets are partially finished.{{sfn|Chandler|2009|p=245}} A game in alpha is ''feature complete'', that is, the game is playable and contains all the major features.{{sfn|Bethke|2003|p=192}} These features may be further revised based on testing and feedback.{{sfn|Chandler|2009|p=245}} Additional small, new features may be added, and similarly planned, but unimplemented features may be dropped.{{sfn|Bethke|2003|p=192}} Programmers focus mainly on finishing the codebase, rather than implementing additions.{{sfn|Bethke|2003|p=294}} ==== Code freeze ==== ''Code freeze'' is the stage when new code is no longer added to the game and only bugs are being corrected.<!--245--> Code freeze occurs three to four months before code release.{{sfn|Chandler|2009|p=245}} ==== Beta ==== {{See also|Beta release}} ''Beta'' is a feature and asset complete version of the game, when only bugs are being fixed.{{sfn|Bethke|2003|p=294}}{{sfn|Chandler|2009|p=245}} This version contains no bugs that prevent the game from being shippable.{{sfn|Bethke|2003|p=294}} No changes are made to the game features, assets, or code.<!--245--> Beta occurs two to three months before code release.{{sfn|Chandler|2009|p=245}} ==== Code release ==== ''Code release'' is the stage when many bugs are fixed and game is ready to be shipped or submitted for console manufacturer review.<!--245--> This version is tested against the QA test plan.<!--245--> First code release candidate is usually ready three to four weeks before code release.{{sfn|Chandler|2009|p=245}} ==== Gold master ==== {{See also|Release to manufacturing}} ''Gold master'' is the final game's build that is used as a master for the production of the game.{{sfn|Bethke|2003|p=295}} ==== Release schedules and "crunch time" ==== {{see also|Crunch (video games)}} In most [[AAA (video game industry)|AAA]] game development, games are announced a year or more in advance and given a planned release date or approximate window so that they can promote and market the game, establish orders with retailers, and entice consumers to pre-order the game. Delaying the release of a video game can have a negative financial impact on publishers and developers, and extensive delays may lead to project cancellation and employee layoffs.{{sfn|Moore|Novak|2010|p=20,48}} To ensure a game makes a set release date, publishers and developers may require their employees to work overtime to complete the game, which is considered common in the industry.{{sfn|Moore|Novak|2010|p=241}} This overtime is often referred to as "[[Crunch (video games)|crunch time]]" or "crunch mode".{{sfn|McShaffry|2009|p=17}} In 2004 and afterwards, the culture of crunch time in the industry came under scrutiny, leading many publishers and developers to reduce the expectation on developers for overtime work and better schedule management, though crunch time still can occur.{{sfn|Moore|Novak|2010|p=48, 241}}
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