ImaginaryFS

How a video game actually gets built, and why it takes longer than anyone said.

The register
Sections 01—09
Two developers at a desk of monitors showing a grey-box level

01 — The Frame

Sixteen milliseconds, and everything has to fit inside it

An engine is a compromise machine. Simulation, animation, physics, lighting, audio and the draw calls all compete for the same window, and most of what reads as art direction is a budget decision made months earlier.

Two developers at a desk of monitors showing a grey-box level. The argument is about a doorway; nothing here is textured, and nothing will be for months.

Photo: cottonbro studio / Pexels

Nobody sets out to be late. A schedule is assembled out of the parts of the work that are hardest to see from outside it — the second pass, the port, the thousand fixes that arrive after the game is technically finished.

One frame, spent

A worked example — not a rule
0 MS8 MS16.7 MS GAMEPLAY & SIMULATION2.4 ANIMATION1.8 PHYSICS1.3 AUDIO 0.5 DRAW SUBMISSION2.6 STREAMING1.4 UI0.7 HEADROOM — WHAT IS LEFT WHEN THE FRAME IS BUSY6.0

The window

Sixty frames a second leaves 16.7 milliseconds; thirty leaves 33.3. In practice a team works with twelve or thirteen once driver overhead and the cost of keeping the two processors in step are taken out.

The split

Every project draws the split differently and redraws it after each profiling pass. The hatched blocks are the two that grow on their own as content lands: more systems ticking, more objects asking to be drawn.

Two budgets

The processor and the graphics hardware each have their own frame and neither can be spent twice. A frame that fits on paper still misses when one side is waiting on the other. Thirty against sixty.

White geometric blocks arranged like an abstract miniature cityscape of towers

Blockout

Levels built in plain geometry so the shape can be judged before anything is made expensive.

Hands typing on a laptop keyboard beside a plate of crackers on a desk
Fig. 2

The count keeps rising for months after content complete. Triage is the job: deciding which faults ship, and saying so out loud.

Photo: Kampus Production / Pexels

Bug counts and triage

The curve everybody watches, and what it does and does not predict.

06 — The Cut

Scope is rarely cut by the person who wants it cut. A piece goes when somebody can show the rest of the game still ships without it.

Cuts are made against the schedule, not against taste, and the survivors are the ones other pieces already depend on — a level three quests route through, a mechanic the tutorial teaches.

A whiteboard of tasks and dates, half rubbed out
Fig. 3

A schedule half rubbed out. Deciding late is what turns a cut into wasted work.

Photo: Startup Stock Photos / Pexels

An empty motion-capture stage, cameras and floor marks

05 — The Milestone

What a build is for

The vertical slice

A small piece finished to shipping quality — enormously useful and reliably misleading about the rest.

The milestone build

A milestone build is a communication device aimed at somebody outside the team, which is why it distorts priorities.

Content complete

Everything present, nothing polished. Rarely as complete as declared.

Stage photograph — Photo: Bruno Massao / Pexels