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== 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'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}}</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's How Nintendo'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}}</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.