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A game, or an application for that matter, can be divided into a number of different parts. 1. The code that makes things work. 2. The 'assets' within the game, usually called resources in other programs, such as the car and player models, graphics, user interface elements e.g. menus, icons images etc. 3. The data being acted upon e.g. a word processing document, a players inventory, score, health... How the assets/resources are created will vary by asset type. 3D models are usually created in modelling programs such as Blender, 3DS Max and Maya. Images are created using image editing software like Photoshop, Gimp, Paintbrush etc. Music and sound effects are created using Cakewalk, Audacity, Music Maker etc. How these assets and resources are brought into the program will vary by asset pipeline. The asset pipeline is the set of tools needed to convert these external assets into something the program can handle. Microsoft visual studio has a resource compiler to do this. Android studio has a similar approach. Games may provide conversion tools for major file formats or require the assets too be in a specific format that the game's internal routines can handle - this varies with game engine and version. It isn't normal to "code" every asset in a program but it can be done. Procedurally generated content, as it is known, is used in games such as Rougue, Elite, No Man's Sky to name but a few. It can also be used to generate parts of a game such as clouds, foliage, weather, lightning, terrain, buildings and crowds.
Thank you @Martin Taylor .This was very helpful.
Google that 😅