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Ocean View Games
Ocean View Games

Posted on • Originally published at oceanviewgames.co.uk

Our 4-Phase Game Development Process: From Concept to Launch

Game development is messy by nature. Creative ambition, technical constraints, shifting requirements, and platform idiosyncrasies all compete for attention. Without structure, projects drift. Deadlines slip. Budgets overrun.

At Ocean View Games, we have developed a 4-phase methodology that brings predictability to an inherently unpredictable process. It is not rigid as games are creative products that need room to breathe, but it provides enough structure to keep projects on track without suffocating the work.

This post walks through each phase with real examples from our projects.


Phase 1: Discovery and Pre-Production

Every project begins with a period of focused discovery. This is where we invest time upfront to avoid costly misalignment later.

What Happens in Discovery

  • Technical audit - if the client has an existing codebase, we review it for architecture, performance bottlenecks, and technical debt. For Domi Online, this audit was the starting point as our founder was initially hired to review the codebase before the engagement expanded to full development.
  • Scope definition - we work with the client to define what "done" looks like. Not a vague feature list, but a specific, prioritised set of deliverables with acceptance criteria.
  • Platform analysis - target platforms determine technical constraints. A mobile game targeting mid-range Android devices has very different performance budgets than a PC-only title.
  • Risk identification - we surface technical risks early. For the Domi Online MMORPG, we identified that standard 32-bit integer limits would break the infinite progression system. Catching this in discovery meant we could architect the 64-bit solution from Day 1, not retrofit it later.

The Deliverable

Discovery produces a Technical Design Document (TDD) that covers architecture, technology choices, milestone definitions, and a realistic timeline. This document becomes the contract between our team and the client's expectations.

Key Takeaway: The cheapest time to find problems is before you write code. Every hour spent in discovery saves 5-10 hours in production.


Phase 2: Agile Sprint Development

With the TDD approved, we move into production using 2-week sprint cycles.

Sprint Structure

Each sprint follows a consistent cadence:

Day Activity
Day 1 Sprint planning. We review the backlog, select items for the sprint, and break them into tasks.
Days 2-9 Development. Engineers work against their task list. Daily standups (15 minutes, async-friendly) keep the team aligned.
Day 10 Sprint review. We demonstrate working builds to the client. This is not a slide deck but a live demo of playable software.

Why 2-Week Sprints

Shorter sprints (1 week) create too much overhead relative to output. Longer sprints (4 weeks) delay feedback. Two weeks is the balance point as it provides enough time to deliver meaningful progress while being short enough to course-correct quickly.

Client Involvement

We encourage clients to attend sprint reviews. Seeing the game every two weeks catches misalignment early. On the Vocab Builder project, TLC's linguistic team reviewed every sprint demo, catching cultural nuances that would have been expensive to fix post-launch.

For larger engagements like Domi Online, we operate as an embedded co-development team, integrating directly into the client's existing workflows and tools.


Phase 3: QA and Optimisation

As the game approaches feature-complete, we shift focus from building features to hardening them.

Testing Strategy

We use a layered testing approach:

  1. Automated unit tests - core systems (save/load, economy calculations, progression math) have automated test coverage. For Domi Online, the 64-bit progression system has extensive automated tests verifying overflow behaviour.
  2. Manual QA passes - structured test plans covering every user flow, platform combination, and edge case.
  3. Performance profiling - Unity Profiler sessions targeting minimum-spec devices. We profile CPU, GPU, memory, and battery drain.
  4. Compatibility testing - testing across device tiers. A game that runs beautifully on a flagship phone but stutters on a 3-year-old mid-range device is not shippable.

Optimisation Priorities

We prioritise optimisation work by player impact:

  1. Frame rate - anything below 30fps on target hardware is a blocker
  2. Load times - first launch under 5 seconds, subsequent launches under 3 seconds
  3. Memory - stay within platform limits with headroom for OS overhead
  4. Battery - mobile games that drain batteries get uninstalled. We monitor and reduce unnecessary background processing.
  5. Download size - smaller APK/IPA means higher conversion from store listing to install

For our Empires Rise strategy game, the optimisation phase reduced memory usage during procedural map generation from 45MB to 18MB through chunk-based loading, a change that expanded the compatible device range significantly.

Key Takeaway: Optimisation is not a final polish step but a discipline that runs through the entire project. But the dedicated QA phase is where you catch the gaps.


Phase 4: Launch and LiveOps

Shipping is not the finish line. For mobile games especially, launch day is the beginning of the product's life.

Pre-Launch Checklist

Before submission to app stores, we verify:

  • Store listing assets (screenshots, descriptions, keywords) are optimised for ASO
  • Analytics and crash reporting are integrated and verified
  • Deep links and universal links work correctly
  • Privacy policy and data handling disclosures are accurate
  • The build passes automated store review checks (no private API usage, correct entitlements)

We have a dedicated App Store Launch service for studios that need guidance through the submission process.

Post-Launch Support

For projects with LiveOps requirements, we provide ongoing support:

Activity Details
Monitoring Crash rates, ANR rates, performance metrics, and player funnels
Hotfixes Critical bugs get patched within 24-48 hours
Content updates For games with seasonal or event-based content
Server operations For multiplayer titles like Domi Online, we manage infrastructure scaling and regional performance

When to Stop

Not every game needs indefinite LiveOps. For educational titles or single-player games, post-launch support is primarily bug fixes and OS compatibility updates. We work with clients to define a realistic support window and budget before launch.


Why Process Matters for B2B

If you are a studio outsourcing development, process is the difference between a smooth collaboration and a painful one. A structured methodology means:

Benefit Why it matters
Predictable costs Sprint-based development gives you cost visibility every two weeks
Early course correction Regular demos surface problems before they compound
Clear communication Defined milestones and deliverables eliminate ambiguity
Reduced risk Discovery and pre-production catch architectural issues before they become expensive

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