Pre-Production of Game Visual Content
Pre-production is a phase you want to skip because it doesn't produce visible results. No game screenshots, no finished assets, nothing to show investors. But this is exactly where all decisions are made that will cost time and money in production.
Games that had no proper pre-production are recognizable in production: constant concept reviews, reworked assets, "remember when we wanted something different" at the stage when it's already expensive to change. Pre-production doesn't guarantee no changes—it guarantees that changes will be conscious, not forced.
What Really Happens in Visual Pre-Production
The main result of pre-production is not documents, but aligned understanding of style across the team. Documents are the means, not the goal.
Specifically for visual content, pre-production includes several parallel directions.
Research and references. This is more than gathering pictures in PureRef. This is analysis: how the visual style of competitors is made technically, what shader techniques they use, their lighting approach, their texturing style. For each found solution—understanding trade-offs: what it gives and what it costs in production.
Pilot assets. 1–3 assets are made full cycle: concept → model → texture → lighting in engine → final screenshot. This is the most expensive step of pre-production and the most valuable. Pilot asset shows whether the chosen style works technically, how much time production of one asset of chosen class takes, what problems arise at discipline intersections.
Not making pilots means discovering that the chosen character painting style is incompatible with the chosen render pipeline, already when twenty characters are in production.
Technical specifications for the pipeline. Poly budget by asset categories, texture resolution grid, naming convention, folder structure in the project. This is boring, but absence of these agreements at the start leads to different artists naming the same objects differently and integration of each asset requiring manual fix.
Production plan. Asset list with priorities, effort estimates by category, team load plan. With real numbers from pilot assets, not assumptions.
Pre-Production Duration
The desire to shorten pre-production is understandable—it produces no game assets. But its minimum duration is determined by the number of unknowns that need solving before production start.
For a mobile casual game with small team—3–6 weeks. For mid-scale PC/console project—2–4 months. For large project with multiple art disciplines and outsourcing—4–6 months is normal, and attempting to rush this stage costs more in production.
A good sign of pre-production completion: any new artist on the team can take an asset brief and make an asset in game style without additional explanation from the art director.
Cost of pre-production work is calculated after analyzing project scale, team composition, and existing materials.





