StrongBelwas
Arcane
- Joined
- Aug 1, 2015
- Messages
- 516
Keep in mind the same phase will be called different names company to company.
Test rooms are first, individual levels/stages/rooms that are designed to test features in isolation. Combat test rooms with weapons and options to disable AI, stealth test rooms with places to crouch or lockpick, dialogue test room to see how close to have to get to someone to activate dialogue or what dialogue between multiple NPCs would be like. Exploration test rooms to determine the maximum possible movement of the player. A level designer wants to know how high the player can jump, he can just hop into the exploration test room and figure it out.
Next stage is prototyping, designed to put features together and test them. Greybox or unfinished art is used.
A beautiful corner is done to show the team and publisher what the game should look like what it ships, and demonstrate the artists are able to deliver the vision the concept art gives. Very small area, usually not playable. Usually done right after prototype but sometimes at the same time. Very literally a corner, as you turn 180 degrees around and you see the art ends. Outer World's beautiful corner was a water treatment plant, with a ship flying by the windows.
Vertical Slice is one area of the game taken to completion. A full demonstration of what the game should play like, at least within the realms of that section.
Outer World's vertical slice was Roseway, the town, and the ship, but lacked crafting and you couldn't go into the ship. Also lacking fast travel and couldn't switch companions. Everything else was done to completion, including VO(This is sometimes left out of the vertical slice, but the TOW team included it.) As such, the team had Roseway completed for over a year before release.
Cain hasn't heard of the next one being given the same name from other companies that often but the next one in his practice is Horizontal Slice, where all areas of playable, but they may not be content/art complete. Done to see how the levels connect to each other, and see if they forgot to create a way for builds to access important areas. Also lets you get a rough determination of play time.
Also let's you determine if there is any potential issues in the order of quests or areas the player goes in, important not to make any assumptions about what player has or hasn't done when you start a discussion with a NPC.
Alpha stage is when all the areas are in, and all of the content is now in. But it may be unbalanced, buggy, and possibly missing small amounts of small content (i.e all the crafting stations are in, but some of the recipes or resources aren't implemented.)
Beta stage is when all content is implemented, nothing more gets added. Time for fixing bugs, balancing tweaks. optimization.
Patches after release
TL;DR : test room ---->prototype -------->beautiful corner--------> vertical slice --------> horizontal slice --------> alpha --------> beta --------> ship --------> patch/DLC