A Workflow for Model Driven Game Development
2015 (English)In: Proceedings of the 2015 IEEE 19th International Enterprise Distributed Object Computing Conference, New York: IEEE Computer Society, 2015, 94-103 p.Conference paper (Refereed)
Software development faces challenges from high expectation of software qualities, complexity of software and long development cycle. While Domain Specific Modeling (DSM) is helping developers overcome many of these challenges in many domains, it is not generally applied in the computer game domain. DSM can be hard to apply in the computer game domain because of the complexity of computer game domain knowledge and the peculiarity of traditional computer game development process. Without fully understanding these issues and properly solving them, the strength of DSM approaches will be constrained and game developers will be reluctant to use DSM. In this article, we investigate the development process and explore the feasibility of fitting DSM tasks in traditional computer game development in a compact way to lower cost and improve software quality. We introduce the workflow and illustrate the usage of it by presenting a case study. Further, we discuss the benefits and costs of involving DSM solutions in computer game development. Finally, we present the limitations and future work.
Place, publisher, year, edition, pages
New York: IEEE Computer Society, 2015. 94-103 p.
Model Driven Development, Computer Game Development, Pervasive Game, Software Engineering, Domain Specific Modeling
Research subject Computer Science
IdentifiersURN: urn:nbn:se:oru:diva-53238DOI: 10.1109/EDOC.2015.23ISI: 000376492500013ScopusID: 2-s2.0-84960942732ISBN: 978-1-4673-9203-7OAI: oai:DiVA.org:oru-53238DiVA: diva2:1039442
19th IEEE International Enterprise Distributed Object Computing Conference (EDOC 2015), Adelaide, Australia, September 22-25, 2015