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How to Make a Video Game in 2026: 8 Practical Steps

The short answer

To make a video game, write the idea in one sentence, cut it down to the smallest version that is still fun, pick an engine such as Unity, Godot or Unreal, and build a rough playable prototype of the core loop before making any final art. Then produce the content, playtest with strangers, fix what they struggle with, and publish on a store such as Steam, itch.io, Google Play or the App Store. Most first games fail because the scope is too big, not because the tools are too hard.

Step 1: the idea, in one sentence

If you cannot describe the game in one sentence, it is not ready to build. "A puzzle game where you fold paper to guide light to a target" works. "An open-world RPG with crafting, multiplayer and a branching story" is five games. Write down the core loop : the action the player repeats most, the reward, and why they want to do it again.

Then cut. Take the feature list and remove everything that is not needed for the core loop to be fun. A first game should be finishable in weeks or a few months, not years.

Step 2: choose an engine

An engine handles rendering, physics, input and building for each platform, so you can focus on the game. The main options in 2026:

Engine Best for Cost to start
Unity Mobile, 2D and 3D, VR and AR; huge tutorial library Free on the Personal plan up to $200,000 revenue and funding in the last 12 months
Unreal Engine High-end 3D, PC and console Free until a product earns $1 million gross, then a 5% royalty
Godot Lightweight 2D and 3D, open source Free (MIT licence), no royalties
GameMaker 2D games, beginners Free for non-commercial use; Professional is a one-time $99.99

There is no wrong answer for a first game. Pick the one with the best tutorials for the genre you want to make. Our comparisons of Unity vs Godot and Unity vs Unreal go deeper.

Step 3: prototype the core loop

Build the core loop with cubes, capsules and placeholder sounds. This is called a grey-box prototype. The question it answers is simple: is this fun yet? If moving, jumping or matching tiles is not enjoyable with grey shapes, final art will not save it. Our prototyping guide shows how to test an idea in two weeks.

Step 4: write a short design document

Once the prototype works, write down what the full game is: the loop, the progression, the number of levels or areas, controls, art style and target platforms. One to five pages is enough for a small game. The point is to decide scope before production, not to write a novel. See how to write a game design document.

Step 5: produce art, audio and content

Now replace placeholders with real assets: characters, environments, UI, music and sound effects. Keep a consistent style that matches your skills or budget; simple, coherent art beats detailed art that clashes. Build levels or content in passes: first all of it roughly, then improve the best parts. Our guide to game assets explains what you need and how each type is made.

Step 6: playtest with people who did not make it

Watch people play without helping them. Where they get stuck, bored or confused is where the game needs work. Developers become blind to their own game within weeks, so outside testers are not optional. Test early and often, not once at the end.

Step 7: polish and fix

Polish is what separates a finished game from a prototype: responsive controls, clear feedback when things happen, menus that work, saving, settings, and performance on the weakest device you support. Read our article on game feel for the small details that make a game feel good. Budget real time for bug fixing; it usually takes longer than expected.

Step 8: publish

Store Cost to publish Notes
Steam $100 per game (Steam Direct), recoupable after $1,000 in adjusted gross revenue Needs a store page and review before release
itch.io Free You choose itch.io's revenue share; the default is 10%
Google Play $25 one-time registration New personal accounts must run a closed test first
App Store $99 a year (Apple Developer Program) Every build goes through App Review

Plan marketing before launch, not after: a store page, a trailer and a way for interested players to follow the game. Our guides to publishing on Google Play and indie game marketing cover the details.

How long it takes

A small 2D or puzzle game made by one person part time often takes several months. A polished commercial mobile game built by a studio usually takes two to six months; larger 3D or multiplayer games take a year or more. Our article on how long it takes to make a mobile game breaks this down by genre.

When to bring in a studio

If you have a commercial idea, funding and a deadline, a studio can take you from prototype to store. We build games in Unity for mobile, PC and VR, with fixed quotes and full source-code ownership. See mobile game development or get a free quote.

Sources: Unity: pricing and plans · Epic Games: Unreal Engine licensing · Godot: license · GameMaker: pricing FAQ · Steamworks: Steam Direct fee · Google Play: developer account · Apple Developer Program. Checked October 20, 2026.

Related: Mobile game development · 2D game development · Get a quote


Originally published on A Plus Games Studio, a game, AR and VR development studio in Sacramento, CA.

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