PRODUCTION
I
f things are properly planned during pre-production, the production phase
should present no unexpected surprises. The goal of production is to im-
plement the game plan created during pre-production and get the game
shipped to the stores.
Many elements need to be managed during production, especially the rela-
tionship between art, design, engineering, and QA. These departments will be
working at full capacity during production and must work well with each other
to keep the development process running smoothly.
Production is the point at which the game starts to look like a game, and a
playable version is functioning. This section of the book presents key informa-
tion about the production phase. Topics include the following:
• Production Techniques
• Art, Design, and Engineering Production Cycles
• Making Builds
• Software Ratings
• Localization
Part VIPart VI