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From concept to market 
The long and winding road for the production of a video game 
What questions should you ask yourself? 
Which key decisions will you have to take? 
What are the pitfalls to avoid? 
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com
How do we use our time in a development? 
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com
Assets development and 
code 
Concept and design 
Tuning, debuging and 
polishing 
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
How do we use our time?
Assets development and 
code 
Concept and design 
Tuning, debuging and 
polishing 
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
How do we use our time?
Assets development and 
code 
Concept and design 
Tuning, debuging and 
polishing 
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
How do we use our time?
What makes a game development different 
from other media … 
… is the importance that must be given to the gameplay, the debuging 
and the tuning … 
… issues that can only addressed toward the end of a development. 
Making the right decisions at the begining of a development is a key 
success factors. 
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com
The various stages in the development process 
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
Concept 
stage
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The concept stage 
Key questions to ask oneself: 
 What is my audience and what will it enjoy? 
 What is my core gameplay? What will make it appealing? 
 Do I want to offer a one-player or a multiplayer game? 
 For which platform(s) do I want to develop for? 
Mobile (iOS, Android, Windows) 
PC/Mac (stand-alone, game portals, Facebook) 
Game consoles (home, handheld) 
Tomorrow: Smart TV, internet providers?
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The concept stage 
Key questions to ask oneself: 
 What is my audience and what will it enjoy? 
 What is my core gameplay? What will make it appealing? 
 Do I want to offer a one-player or a multiplayer game? 
 For which platform(s) do I want to develop for? 
 What is my business model? 
Premium 
Premium with additional content 
Freemium 
Paymium 
Advertising, sponsorship 
Subscription 
Limited access 
Episodic content
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The concept stage 
Key questions to ask oneself: 
 What is my audience and what will it enjoy? 
 What is my core gameplay? What will make it appealing? 
 Do I want to offer a one-player or a multiplayer game? 
 For which platform(s) do I want to develop for? 
 What is my business model? 
 Do I need a partner? 
Game publisher 
Sponsor 
Self-publishing
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The concept stage 
The pitfalls: 
 To do a game for oneself 
 To build a game concept with no REAL gameplay 
 To lack focus 
 To underestimate the importance of the business model and the 
platform choices.
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The concept stage 
The output of the concept stage: 
 A clearly defined audience 
 A USP (unique selling point) 
 A core gameplay concept 
 The platform(s) 
 The business model 
Options: 
 Art concept 
 A story pitch (if the game is story-driven).
The various stages in the development process 
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
Concept 
stage 
Prototype 
stage
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The prototype stage 
Its purpose: 
 To test the value of the core gameplay 
Is it fun? 
Are variations of the core gameplay interesting? 
Is it compatible with the target platform(s)?
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The prototype stage 
Its purpose: 
 To test the value of the gameplay 
 To validate the technical choices 
Do we have the right game engine? 
Do we witness a quality loss when assets are integrated in the 
game engine?
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The prototype stage 
Its purpose: 
 To test the value of the gameplay 
 To validate the technical choices 
 To test and set up the production pipeline 
How complex is it to deliver assets at the right format? 
Do we need specific developments?
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The prototype stage 
Its purpose: 
 To test the value of the gameplay 
 To validate the technical choices 
 To test the production pipeline 
 To write the game design document (GDD).
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The prototype stage 
The pitfalls: 
 Not to test the gameplay 
 Not to write a GDD.
The various stages in the development process 
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
Concept 
stage 
Prototype 
stage 
Development 
stage
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The development stage 
Its purpose: 
 To code all the game features 
 To develop, to integrate game assets and to build the game 
Two methods: 
Waterfall method 
Agile method
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The development stage 
Its purpose: 
 To code all the game features 
 To develop, integrate game assets and to build the game 
 To start the public relationship work (PR).
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The development stage 
The pitfalls: 
 Underestimating the time it takes to develop the game as planned 
 The “feature creep” syndrom 
 Changing the technology 
 Not giving enough importance to level design 
 The lead designer refuses changes to “his” concept 
 The project leadership becomes overbearing 
 The discovery that the project needs a business model.
The various stages in the development process 
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
Concept 
stage 
Prototype 
stage 
Development 
stage 
Tuning & 
debugging 
stages
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The tuning and debugging stage 
The purpose: 
 To correct bugs 
 To tune the game’s difficulty, to improve the player’s experience 
PR steps up.
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The tuning and debugging stage 
The pitfalls: 
 The absence of playtest 
 The lead designer refuses changes to “his” concept 
 The lack of dedicated testers to identify bugs 
 The lack of time to do time-consuming debugging.
The various stages in the development process 
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
Concept 
stage 
Prototype 
stage 
Development 
stage 
Release 
stage 
Tuning & 
debuging 
stages
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The release stage 
Full launch versus soft launch: 
Full launch: The application is released on all market will all the 
marketing the publisher can muster. 
Soft launch: The application is released on a few selected markets with 
little or no PR in order to test it and improve it before going for a full 
launch.
The various stages in the development process 
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
Concept 
stage 
Prototype 
stage 
Development 
stage 
Release 
stage 
Post-launch 
Tuning & stage 
debuging 
stages
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The post-launch stage 
Purpose: 
 To adapt and improve the game 
 To build a strong relationship with the community of players
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
The post-launch stage 
Pitfalls: 
 The absence of means to “monitor” the game 
 The absence of real community management 
 The change of business model after the game release 
 The lack of resource to continue the development of the game.
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
Conclusion – Key learnings 
 Build your game around a gameplay, not its story or theme 
 Be focused 
 Never underestimate the time it will take to develop and tune the 
game 
 Be humble 
 Invest in a strong project management. 
Follow me on Twitter: PASCAL_LUBAN
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com 
Pascal Luban 
Game designer & creative director, freelance 
19+ years of experience in game and level design 
Main clients: Activision, Ubisoft, SCEE, DICE
Follow me on Twitter: PASCAL_LUBAN 
Looking for game design tutorials? 
www.tutorialsgalmedesign.com 
________________________ 
Pascal Luban 
Game design consulting & services 
www.gamedesignstudio.com

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Developing a game - From concept to market

  • 1. From concept to market The long and winding road for the production of a video game What questions should you ask yourself? Which key decisions will you have to take? What are the pitfalls to avoid? ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com
  • 2. How do we use our time in a development? ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com
  • 3. Assets development and code Concept and design Tuning, debuging and polishing ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com How do we use our time?
  • 4. Assets development and code Concept and design Tuning, debuging and polishing ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com How do we use our time?
  • 5. Assets development and code Concept and design Tuning, debuging and polishing ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com How do we use our time?
  • 6. What makes a game development different from other media … … is the importance that must be given to the gameplay, the debuging and the tuning … … issues that can only addressed toward the end of a development. Making the right decisions at the begining of a development is a key success factors. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com
  • 7. The various stages in the development process ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com Concept stage
  • 8. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The concept stage Key questions to ask oneself:  What is my audience and what will it enjoy?  What is my core gameplay? What will make it appealing?  Do I want to offer a one-player or a multiplayer game?  For which platform(s) do I want to develop for? Mobile (iOS, Android, Windows) PC/Mac (stand-alone, game portals, Facebook) Game consoles (home, handheld) Tomorrow: Smart TV, internet providers?
  • 9. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The concept stage Key questions to ask oneself:  What is my audience and what will it enjoy?  What is my core gameplay? What will make it appealing?  Do I want to offer a one-player or a multiplayer game?  For which platform(s) do I want to develop for?  What is my business model? Premium Premium with additional content Freemium Paymium Advertising, sponsorship Subscription Limited access Episodic content
  • 10. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The concept stage Key questions to ask oneself:  What is my audience and what will it enjoy?  What is my core gameplay? What will make it appealing?  Do I want to offer a one-player or a multiplayer game?  For which platform(s) do I want to develop for?  What is my business model?  Do I need a partner? Game publisher Sponsor Self-publishing
  • 11. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The concept stage The pitfalls:  To do a game for oneself  To build a game concept with no REAL gameplay  To lack focus  To underestimate the importance of the business model and the platform choices.
  • 12. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The concept stage The output of the concept stage:  A clearly defined audience  A USP (unique selling point)  A core gameplay concept  The platform(s)  The business model Options:  Art concept  A story pitch (if the game is story-driven).
  • 13. The various stages in the development process ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com Concept stage Prototype stage
  • 14. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The prototype stage Its purpose:  To test the value of the core gameplay Is it fun? Are variations of the core gameplay interesting? Is it compatible with the target platform(s)?
  • 15. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The prototype stage Its purpose:  To test the value of the gameplay  To validate the technical choices Do we have the right game engine? Do we witness a quality loss when assets are integrated in the game engine?
  • 16. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The prototype stage Its purpose:  To test the value of the gameplay  To validate the technical choices  To test and set up the production pipeline How complex is it to deliver assets at the right format? Do we need specific developments?
  • 17. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The prototype stage Its purpose:  To test the value of the gameplay  To validate the technical choices  To test the production pipeline  To write the game design document (GDD).
  • 18. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The prototype stage The pitfalls:  Not to test the gameplay  Not to write a GDD.
  • 19. The various stages in the development process ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com Concept stage Prototype stage Development stage
  • 20. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The development stage Its purpose:  To code all the game features  To develop, to integrate game assets and to build the game Two methods: Waterfall method Agile method
  • 21. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The development stage Its purpose:  To code all the game features  To develop, integrate game assets and to build the game  To start the public relationship work (PR).
  • 22. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The development stage The pitfalls:  Underestimating the time it takes to develop the game as planned  The “feature creep” syndrom  Changing the technology  Not giving enough importance to level design  The lead designer refuses changes to “his” concept  The project leadership becomes overbearing  The discovery that the project needs a business model.
  • 23. The various stages in the development process ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com Concept stage Prototype stage Development stage Tuning & debugging stages
  • 24. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The tuning and debugging stage The purpose:  To correct bugs  To tune the game’s difficulty, to improve the player’s experience PR steps up.
  • 25. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The tuning and debugging stage The pitfalls:  The absence of playtest  The lead designer refuses changes to “his” concept  The lack of dedicated testers to identify bugs  The lack of time to do time-consuming debugging.
  • 26. The various stages in the development process ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com Concept stage Prototype stage Development stage Release stage Tuning & debuging stages
  • 27. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The release stage Full launch versus soft launch: Full launch: The application is released on all market will all the marketing the publisher can muster. Soft launch: The application is released on a few selected markets with little or no PR in order to test it and improve it before going for a full launch.
  • 28. The various stages in the development process ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com Concept stage Prototype stage Development stage Release stage Post-launch Tuning & stage debuging stages
  • 29. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The post-launch stage Purpose:  To adapt and improve the game  To build a strong relationship with the community of players
  • 30. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com The post-launch stage Pitfalls:  The absence of means to “monitor” the game  The absence of real community management  The change of business model after the game release  The lack of resource to continue the development of the game.
  • 31. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com Conclusion – Key learnings  Build your game around a gameplay, not its story or theme  Be focused  Never underestimate the time it will take to develop and tune the game  Be humble  Invest in a strong project management. Follow me on Twitter: PASCAL_LUBAN
  • 32. ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com Pascal Luban Game designer & creative director, freelance 19+ years of experience in game and level design Main clients: Activision, Ubisoft, SCEE, DICE
  • 33. Follow me on Twitter: PASCAL_LUBAN Looking for game design tutorials? www.tutorialsgalmedesign.com ________________________ Pascal Luban Game design consulting & services www.gamedesignstudio.com