
Games

The Game Development Process
A step-by-step guide from concept to launch, based on our experience shipping 12+ titles
Game development follows a structured process that reduces risk and keeps projects on track. Whether you are building a casual mobile game or a large-scale multiplayer title, the fundamentals are the same: define the vision, validate the design, build iteratively, and ship with confidence.
This guide walks through the four phases we use at Ocean View Games, along with common pitfalls and practical advice. For a detailed look at our specific methodology, see How We Work.
Discovery & Scoping
Define the vision, validate feasibility, and align on scope before any code is written.
Requirements Gathering
Understanding your vision, target audience, and business objectives through structured workshops and questionnaires.
Market Research
Analysing competing titles, genre trends, and market positioning to inform design decisions and reduce risk.
Technical Feasibility
Evaluating platform constraints, technology choices, and integration requirements to identify blockers early.
Scope Definition
Documenting features, prioritising with MoSCoW, and defining what is in scope for each milestone.
Budget Alignment
Mapping scope to realistic cost ranges and timelines so there are no surprises downstream.
Pre-Production
Turn the vision into a concrete plan with design documents, prototypes, and a production roadmap.
Game Design Document
A comprehensive GDD covering mechanics, progression, UI flows, and content requirements. This becomes the project's single source of truth.
Art Direction
Establishing visual style, character design, environment concepts, and UI mood boards before full production begins.
Technical Architecture
Designing the codebase structure, networking approach, backend services, and CI/CD pipeline.
Prototype / Vertical Slice
Building a playable proof-of-concept that validates the core gameplay loop before committing to full production.
Milestone Planning
Breaking the project into sprint-based milestones with clear deliverables, review points, and go/no-go gates.
Production
The longest phase - iterative sprint-based development with regular builds, testing, and feedback.
Sprint-Based Development
Two-week sprints with clear goals, daily standups, and end-of-sprint demos. You see progress constantly, not just at the end.
Art & Content Production
Parallel art, animation, audio, and level design work feeding into the engineering pipeline.
QA & Testing
Continuous testing throughout production, not just at the end. Automated tests, device testing, and regression checks.
Milestone Reviews
Regular review sessions where you play the latest build, provide feedback, and steer direction before the next sprint.
Integration & Optimisation
Ongoing performance profiling, memory optimisation, and platform-specific tuning as content is integrated.
Launch & Post-Launch
Ship the game, monitor performance, and iterate based on real player data.
Store Submission
Preparing store listings, screenshots, descriptions, age ratings, and managing the review process for iOS, Android, Steam, or console.
Launch Day Operations
Monitoring server load, crash reports, and player feedback in the critical first 24-72 hours after release.
Live Operations
Post-launch content updates, seasonal events, and feature additions to maintain player engagement.
Analytics Review
Analysing retention, monetisation funnels, session length, and player progression data to inform post-launch priorities.
Post-Mortem
A structured review of what went well, what could be improved, and lessons learned for future projects.
Common Pitfalls to Avoid
Scope Creep
Adding features mid-production without adjusting timeline or budget. The number one cause of delayed game launches.
Skipping Pre-Production
Jumping into code without a validated design document or prototype. This creates expensive rework during production.
No Prototype Validation
Building a full game before testing whether the core loop is actually fun. Prototype early and test with real players.
Underestimating QA
Treating testing as a final phase rather than an ongoing discipline. Bugs found late cost 10 times more to fix than bugs found early.
Platform Surprises
Discovering platform requirements (memory limits, store policies, certification) late in development when changes are expensive.
No Post-Launch Plan
Treating launch as the finish line. Modern games need live ops, content updates, and community management to succeed.