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{{Short description|Kits that ease video game development}}
[[File:Xbox-Debug-Console-Set.jpg|thumb|An [[Xbox Development Kit|Xbox Debug Kit]], intended for game developers on porting PC games to the Xbox.]]
'''Game development kits''' ('''GDK''') are specialized [[computer hardware|hardware]] and software used to create commercial [[video game]]s for game consoles. They may be partnered with game development tools, special [[game engine]] licenses, and other [[middleware]] to aid [[video game development]]. GDKs are typically not available to the public, and require [[video game developers|game developers]] to enter an agreement, partnership, or program with the hardware manufacturer to gain access to the hardware. As [[console generations]] pass, development kits often get sold through websites like eBay without repercussions. This is often because the console manufacturers discontinue certain development programs as time passes.
 
== Overview ==
In the 1980s, computing did not involve 3D modelling or any complex programming due to the limitations of hardware.<ref name=":2">{{Cite web|title = The Life and Times of an 80’s80's Game Programmer – Putting it all together {{!}} Play It Again|url = http://playitagainproject.org/the-life-and-times-of-an-80s-game-programmer-putting-it-all-together/|website = playitagainproject.org|accessdate = 2015-12-22|archive-date = 2017-05-05|archive-url = https://web.archive.org/web/20170505200844/http://playitagainproject.org/the-life-and-times-of-an-80s-game-programmer-putting-it-all-together/|url-status = dead}}</ref> This, combined with the hobbyist nature of early computer game programming, meant that not many individuals or smaller companies would develop for consoles. Even when consoles became mainstream (such as the Nintendo Entertainment System), there was no official or publicly available GDK since most console manufacturers would develop their games in-house. For example, Nintendo had internal development teams for both hardware and software.<ref>{{Cite web|title = Here’sHere's How Nintendo’sNintendo's Internal Teams are Organized|url = http://www.gamnesia.com/news/heres-how-nintendos-internal-teams-are-organized|website = www.gamnesia.com|date = 24 February 2015|access-date = 2016-02-05|archive-date = 2016-02-07|archive-url = https://web.archive.org/web/20160207222137/http://www.gamnesia.com/news/heres-how-nintendos-internal-teams-are-organized|url-status = dead}}</ref>
 
By the fifth generation of consoles, game development kits were developed to encourage more developers to make console games and grow the videogame industry. Game development kits began as a simple way for developers to connect their computers to console hardware, allowing them to compile software on their PC and see it play directly on a console. Once most GDKs started becoming bundled with hardware-specific software, hobbyists or anyone not directly affiliated with a console manufacturer would have to write their games without the specialized software to access unique features such as the Xbox One's Kinect or the Wii U GamePad.
 
Modern game development kits often come bundled with the specialized software, and are much more formalized compared to previous-generation GDKs. In older generations of console gaming, developers had to make their own hardware and write games at various levels of programming (such as assembly<ref name=":2" />). Today, programs such as Unity 3D provide a complete software environment and console manufacturers such as Nintendo provide polished & powerful development hardware through their developer programs. Other console manufacturers even allow the retail consoles to be used as development kits, provided that the development software is being used by the developer.<ref>{{Cite web|title = Microsoft: Every Xbox One Can Be Used To Make Games [UPDATE]|url = http://kotaku.com/microsoft-every-xbox-one-can-be-used-to-make-games-up-898750954|website = Kotaku| date=24 July 2013 |accessdate = 2015-12-22|language = en-US}}</ref>
 
== Third generation ==
[[File:NES-MissionCtrlRAMCartDebug1.jpg|alt=The NES Mission Control debug cartridge.|thumb|174x174px|The NES Mission Control debug cartridge]]
 
=== Nintendo Entertainment System ===
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=== Super Nintendo Entertainment System ===
The [[Super Nintendo Entertainment System]] used specialized [[EPROM]] cartridges for development,<ref>{{Cite web|title = SNES 8 MB EPROM Cartridge|url = http://devkits.handheldmuseum.com/SNES_8MBEPROM.htm|website = devkits.handheldmuseum.com|accessdate = 2015-11-25}}</ref> as well as various software. Similar to the NES, developers often made their own development software or relied on middleware made by other developers.<ref>{{Cite web|title = NES/SNES Utilities - Zophar's Domain|url = http://www.zophar.net/utilities/nesdev.html|website = www.zophar.net|accessdate = 2015-11-25}}</ref><ref>{{Cite web|title = SNES Development Wiki|url = http://wiki.superfamicom.org/snes/show/HomePage|website = Super Nintendo Development Wiki|accessdate = 2015-11-25|archive-date = 2020-05-22|archive-url = https://web.archive.org/web/20200522224830/https://wiki.superfamicom.org/snes/show/HomePage|url-status = dead}}</ref>
 
== Fifth generation ==
 
=== PlayStation ===
 
[[File:Playstation Blue Developer Console.jpg|alt=The developer version of the PlayStation; a blue console.|thumb|The developer version of the PlayStation; a blue console.]]
There are several variations of the [[PlayStation]] development kit used for game creation. One variation of the development kit had only three components,<ref>{{Cite web|title = Store {{!}} PSXDEV|url = http://www.psxdev.net/store.html|website = www.psxdev.net|accessdate = 2015-11-25}}</ref> while the PlayStation Ultimate Development Kit included up to 26 components, including the complete [[Net Yaroze]] development kit.<ref name=":0">{{Cite web|title = Things you can't ever have|url = http://www.platypuscomix.net/interactive/thingsyoucanteverhave3.html|website = www.platypuscomix.net|accessdate = 2015-11-25}}</ref>
 
The [[Net Yaroze]] version of the development kit was unique in that it had some features removed and added compared to the official (complete) PlayStation development kit. The Net Yaroze hardware was designed for hobbyists, while official developers would have access to the official PlayStation development kits.<ref>{{Cite web|title = 15 Years Later: How Sony's Net Yaroze Kickstarted Indie Console Development|url = http://www.gamasutra.com/view/feature/169245/15_years_later_how_sonys_net_.php|archive-url = https://web.archive.org/web/20120427223156/http://gamasutra.com/view/feature/169245/15_years_later_how_sonys_net_.php|url-status = dead|archive-date = April 27, 2012|website = www.gamasutra.com|date = 26 April 2012|accessdate = 2015-11-25}}</ref> There was also a blue version of the PlayStation made for developers that would read burned discs to allow quick testing of imaged builds of their videogames. While there were official PlayStation-branded CD-Rs that could be used with the blue PlayStation, regular CD-Rs were also compatible with the system.<ref name=":0" />
 
=== Nintendo 64/64DD ===
[[File:N64 Gangwriter.jpg|alt=The Nintendo 64 Gangwriter used to duplicate games across cartridges.|thumb|The Nintendo 64 Gangwriter used to duplicate games across cartridges.]]
The [[Nintendo 64]] development kit consisted of multiple components, both for the N64 and its add-on, the N64DD. The main hardware used in N64 game development was the Partner-N64 Development Kit,<ref>{{Cite web|title = Nintendo 64 Development {{!}} level42|url = http://level42.ca/projects/nintendo-64-development/|archive-url = https://web.archive.org/web/20170703224527/http://level42.ca/projects/nintendo-64-development/|url-status = dead|archive-date = 2017-07-03|website = level42.ca|accessdate = 2015-11-25}}</ref><ref>https://n64squid.com/homebrew/n64-sdk/development-hardware/</ref> and used tall cartridges for game development/testing rather than the short cartridges that were sold with retail games. Another hardware component in N64 development was the NU64 Flash Gang Writer, which allowed developers to copy data from one cartridge to multiple cartridges simultaneously. This device was primarily used to create press and test copies of games, and also relied on tall cartridges instead of short retail cartridges.<ref>{{Cite web|title = NESWORLD.COM - NU64 FLASH GANG WRITER (NINTENDO64 DEVELOPMENT TOOL)|url = http://www.nesworld.com/n64-gangwriter.php|website = www.nesworld.com|accessdate = 2015-11-25}}</ref>
 
The [[Nintendo 64]] development kit consisted of multiple components, both for the N64 and its add-on, the N64DD. The main hardware used in N64 game development was the Partner-N64 Development Kit,<ref>{{Cite web|title = Nintendo 64 Development {{!}} level42|url = http://level42.ca/projects/nintendo-64-development/|archive-url = https://web.archive.org/web/20170703224527/http://level42.ca/projects/nintendo-64-development/|url-status = dead|archive-date = 2017-07-03|website = level42.ca|accessdate = 2015-11-25}}</ref><ref>{{Cite web|url=https://n64squid.com/homebrew/n64-sdk/development-hardware/|title = Nintendo 64 development hardware}}</ref> and used tall cartridges for game development/testing rather than the short cartridges that were sold with retail games. Another hardware component in N64 development was the NU64 Flash Gang Writer, which allowed developers to copy data from one cartridge to multiple cartridges simultaneously. This device was primarily used to create press and test copies of games, and also relied on tall cartridges instead of short retail cartridges.<ref>{{Cite web|title = NESWORLD.COM - NU64 FLASH GANG WRITER (NINTENDO64 DEVELOPMENT TOOL)|url = http://www.nesworld.com/n64-gangwriter.php|website = www.nesworld.com|accessdate = 2015-11-25}}</ref>
Other versions of the Nintendo 64 GDK are the SN Systems development suite, as well as the SN Maestro 64 Music development system. The development suite allowed developers to run code from a computer directly to the console, and included a software package. The Maestro 64 Music system allowed developers to load music software on to the console, and play music through the Nintendo 64's hardware.<ref>{{Cite web|title = Nintendo 64 SN64 Dev Kit and SN Maestro 64 Music Dev Kit|url = http://devkits.handheldmuseum.com/SN64.htm|website = devkits.handheldmuseum.com|accessdate = 2015-12-22}}</ref> another unofficial alternative to develop games for the N64 was the [[Doctor V64]], made by [[Bung Enterprises]].<ref>https://www.retroreversing.com/turok64sourcecode</ref><ref>{{cite web|url=http://www.atariage.com/forums/index.php?s=&showtopic=18190&view=findpost&p=1144184 |title=The Official "Thrift finds" Thread - AtariAge Forums - Page 132 |publisher=Atariage.com |date= |accessdate=November 18, 2011}}</ref><ref>{{cite web|url=http://www.dextrose.com/info/0428turok3dev.htm |title=[Oddities&#93; - A day in the life of Turok 3 |publisher=Dextrose |date=November 19, 2000 |accessdate=November 18, 2011 |url-status=dead |archiveurl=https://web.archive.org/web/20020616145305/http://www.dextrose.com/info/0428turok3dev.htm |archivedate=June 16, 2002 }}</ref>
 
Other versions of the Nintendo 64 GDK are the SN Systems development suite, as well as the SN Maestro 64 Music development system. The development suite allowed developers to run code from a computer directly to the console, and included a software package. The Maestro 64 Music system allowed developers to load music software on to the console, and play music through the Nintendo 64's hardware.<ref>{{Cite web|title = Nintendo 64 SN64 Dev Kit and SN Maestro 64 Music Dev Kit|url = http://devkits.handheldmuseum.com/SN64.htm|website = devkits.handheldmuseum.com|accessdate = 2015-12-22}}</ref> another unofficial alternative to develop games for the N64 was the [[Doctor V64]], made by [[Bung Enterprises]].<ref>{{Cite web|url=https://www.retroreversing.com/turok64sourcecode|title=Turok 64 Official Source Code Analysis · RetroReversing}}</ref><ref>{{cite web|url=http://www.atariage.com/forums/index.php?s=&showtopic=18190&view=findpost&p=1144184 |title=The Official "Thrift finds" Thread - AtariAge Forums - Page 132 |publisher=Atariage.com |date= 24 December 2002|accessdate=November 18, 2011}}</ref><ref>{{cite web|url=http://www.dextrose.com/info/0428turok3dev.htm |title=[Oddities&#93; - A day in the life of Turok 3 |publisher=Dextrose |date=November 19, 2000 |accessdate=November 18, 2011 |url-status=dead |archiveurl=https://web.archive.org/web/20020616145305/http://www.dextrose.com/info/0428turok3dev.htm |archivedate=June 16, 2002 }}</ref>
 
== Sixth generation ==
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=== PlayStation 2 ===
The dev kit console for the PS2 looked like a retail PS2, but substantially thicker.{{citation needed|date=July 2025}}
 
The dev kit console for the PS2 looked like a retail PS2, but substantially thicker.
 
=== GameCube ===
The dev kit for the GameCube was called the NPDP-Gdev, which was an earlier version of the NPDP-Gbox, even though, the Gbox lacked the ability to load games from a personal computer, an ability which the Gdev had. The Gdev took the appearance of a blue box with a dolphin on it, likely because the code name for the GameCube was dolphin.
 
The dev kit console of the Nintendo [[GameCube]] was white and shaped like a tower desktop PC, with the controller ports being where the optical disk drive would normally go.<ref>https://www.reddit.com/r/gaming/comments/8jn7of/development_kits_for_playstation_2_gamecube_xbox/</ref>
 
=== Xbox ===
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=== Wii ===
 
The [[Wii]] development kit was a bundle of the "NDEV" hardware – a big black box full of debugging/testing hardware that looks nothing like the slim white Wii consoles sold to consumers – and a disc containing the developer software tools.<ref>{{Cite web|title = This is the original Wii dev kit that shipped to developers 10 years ago|url = http://wiiudaily.com/2015/08/this-is-the-original-wii-dev-kit-that-shipped-to-developers-10-years-ago/|website = wiiudaily.com|accessdate = 2015-11-25|archive-date = 2016-10-20|archive-url = https://web.archive.org/web/20161020204855/http://wiiudaily.com/2015/08/this-is-the-original-wii-dev-kit-that-shipped-to-developers-10-years-ago/|url-status = dead}}</ref>
 
 
The [[Wii]] development kit was a bundle of the "NDEV" hardware – a big black box full of debugging/testing hardware that looks nothing like the slim white Wii consoles sold to consumers – and a disc containing the developer software tools.<ref>{{Cite web|title = This is the original Wii dev kit that shipped to developers 10 years ago|url = http://wiiudaily.com/2015/08/this-is-the-original-wii-dev-kit-that-shipped-to-developers-10-years-ago/|website = wiiudaily.com|accessdate = 2015-11-25}}</ref>
 
== Eighth generation ==
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=== PlayStation 4 and PlayStation Vita ===
The [[PlayStation]] developer program allows registered developers to publish their games across the [[PlayStation Network]], making their games accessible on the [[PlayStation 3]], [[PlayStation 4]], [[PlayStation Vita]], and [[PlayStation TV]] all through one program.<ref name=":1" /> The PlayStation 4 development kits were known as "Orbis", though this was just a codename.<ref>{{Cite web|title = Report: Xbox 720 And PS4 Codenames And Details - IGN|url = http://www.ign.com/articles/2012/12/11/report-xbox-720-and-ps4-codenames-and-details|archive-url = https://web.archive.org/web/20130115164704/http://www.ign.com/articles/2012/12/11/report-xbox-720-and-ps4-codenames-and-details|url-status = dead|archive-date = 2013-01-15|website = IGN|accessdate = 2015-11-25}}</ref> [[Academic institution]]s can register to receive PS4 development kits for educational use, and are not region-restricted unlike regular PlayStation Developer Program members.<ref>{{Cite web|title=PlayStation® Academic Program |url=https://www.playstation.com/en-us/develop/gdc-2015/academic-program/ |website=PlayStation |accessdate=2015-11-25 |language=en-US |url-status=dead |archiveurl=https://web.archive.org/web/20151126034408/https://www.playstation.com/en-us/develop/gdc-2015/academic-program/ |archivedate=2015-11-26 }}</ref>
 
=== Wii U ===
[[Nintendo]] maintainsmaintained a unified developer program for both its Wii U and Nintendo 3DS families of platforms. This developer program providesprovided software and middleware to developers, and allowsallowed developers to self-publish their games to the [[Nintendo eShop]].<ref name=":3">{{Cite web|url=https://developer.nintendo.com/|title=Homepage - Nintendo Developer Portal|website=developer.nintendo.com|access-date=2016-07-09}}</ref> Games and applications published through this program are considered "third-party" and do not belong to Nintendo, allowing independent developers to publish their games on multiple different platforms. This service ended alongside the closure of the Wii U and 3DS eShops on the 27 March 2023.<ref>{{cite web | url=https://developer.nintendo.com/web/development/home/development-for-3ds-wiiu | title=Development for Nintendo 3DS and Wii U - Nintendo Developer Portal }}</ref>
 
The Wii U development hardware consists of a system called "CAT-DEV", with its accompanying peripherals such as the Display Remote Controller (presumably the [[Wii U GamePad]]<ref>{{Cite web|title = Wii U dev kit {{!}} Wii U|url = http://wiiudaily.com/wii-u-dev-kit/|website = wiiudaily.com|accessdate = 2015-11-25|archive-date = 2016-03-25|archive-url = https://web.archive.org/web/20160325032538/http://wiiudaily.com/wii-u-dev-kit/|url-status = dead}}</ref>) and sensor bar.<ref>{{Cite web|title = Wii U Devkit (CAT-DEV V3) - VGLeaks|url = http://www.vgleaks.com/wii-u-devkit-cat-dev-v3|website = VGLeaks|date = 6 March 2013|accessdate = 2015-11-25}}</ref>
 
=== Nintendo 3DS Family ===
Nintendo's developer program allows developers to use Nintendo 3DS development kits, and allows developers to self-publish their games to the Nintendo eShop.<ref name=":3" /> As mentioned in the Nintendo Wii U section above, games and applications published through this program are considered "third-party" and do not belong to Nintendo, allowing independent developers to publish their games on multiple different platforms.
 
== Ninth generation ==
Strangely, some 3DS development kits cannot play [[ROM cartridge|retail games]].<ref name=":0" />
 
=== Xbox Series ===
Development kits for the [[Xbox Series X]] were released to developers in 2020. The device included support for loading software via [[USB-C]] and [[10 Gigabit Ethernet]] to reduce development bottlenecks, programmable exterior buttons for debugging options (''e.g.'', displaying a game's real-time frame rate on-screen), and a built-in LCD screen for displaying diagnostic information. Its hardware featured an 8-core AMD [[Zen 2]]-architecture CPU, an [[RDNA (microarchitecture)|RDNA]] GPU with 56 Compute Units, and 40 GB of onboard [[Random-access memory|RAM]] (compared to the consumer console's 16 GB). It had the physical appearance of an [[Xbox One X]] development kit.<ref name="gnvid">{{Cite AV media |url=https://www.youtube.com/watch?v=Wno4t7YqMM4 |title=Microsoft Banned Us: 40GB RAM Xbox Series X Developer Kit Tear-Down (XDK) |date=2022-04-22 |last=Gamers Nexus |access-date=2025-01-18 |via=YouTube}}</ref>
 
== References ==
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[[Category:Video game development]]
[[Category:Video game hardware]]
[[Category:Computer hardware]]
[[Category:Gaming]]