Fairly audacious heading, huh? There are a lot of articles out there that are introductions to C++ or Direct3D, or discuss the construction of a real-time strategy game. What these articles do not cover is which development methodologies you should employ in creating your game. In this Article we give you idea how to make a game and what is game development.

First Have a Plan
Games that have a poor development methodology (or none at all) take much longer than they should, run over budget and tend to be unreasonably buggy The majority of commercial games fail to turn a profit. Figuring out what your game needs to do is called "requirements capture." In this para we will show you how to use formalized methods such as the Unified Modeling Language's use case diagrams to quickly collect your requirements and communicate them effectively to your team and other project stakeholders. Even if you are working on a solo project, you must still take your game's project planning seriously. A mere demo of your capabilities to show a prospective employer would be created with higher quality and with more speed if you follow the techniques.

Organize Your Team Effectively
Once you have a plan in hand, full game production commences. This is the most exciting time for a game project. Literally every day new features will come online, and on a healthy project, the team will feed itself with new energy to propel forward. In this Para we initially discusses how to create task visibility so everyone knows what he or she needs to do and how far along the rest are in their tasks. Controlling feature creep, reaching alpha, and freezing new features are critical to finishing your game. All of the mega-hits in our industry kept their feature sets narrow and the polish deep. I will point this out again: The mega-hits such as Doom, Warcraft, Myst, Gran Turismo, Mario64, and The Sims are not small games; rather their feature set is small but polished to a superior degree. This article will show you how to get a grip on your features. If you think about it, teams with one developer must use their time even more effectively than a fat 30- person production. All the methods of creating achievable tasks, measuring progress, and controlling features are even more critical for very small teams.

Game Development Is Software Development
Games are certainly special; however, a point I will be making repeatedly throughout this article is that game development is software development. Games are software with art, audio, and game-play. Financial planning software is software that is specialized for financial transactions and planning, expert systems are software with artificial intelligence, and cockpit instrumentation is software dedicated to flying an aircraft. Too often game developers hold themselves apart from formal software development and production methods with the false rationalization that games are an art, not a science.

Author's Bio: 

I am currently Working on my How to Article, How to Videos Project. This is my second project, after the success of First project which was like same.