scholarly journals Hack, Slash & Backstab: A Post-Mortem of University Game Development at Scale

2021 ◽  
Vol 12 (1) ◽  
pp. 16-33
Author(s):  
Andrew M Phelps ◽  
Christopher A. Egert ◽  
Mia Consalvo

This article describes the educational, operational, and practical implementation of an upper-division undergraduate studio-style course centered on the subject of game production. Specifically, the article addresses the course organization and processes, the institutional context for the course (i.e., its situated role in the larger curriculum), the overall structure of the course both from a pedagogical and operational point of view, and concludes with substantial reflection and analysis by the authors on what worked effectively and where improvements could be made. The article also provides substantial depth regarding the student experience, the structure of creating muti-disciplinary software development teams within the course, orienting the course around the successful production of a professional-grade XBOX One video game product, and various methods, structures and tools for course organization, communication, software development practice, documentation, etc. This in turn is framed in the larger context of the course as it was offered not only through an academic department, but in parallel with a campus-based games studio and research center. Numerous detailed elements are provided in such fashion as to provide other educators and mentors a relevant, structured, and detailed post-mortem of a large scale, multi-disciplinary effort that engaged students in complex multimedia software production in a professional context. In addition, several elements atypical from more traditional software project courses as they intersect game development including entertainment design, playtesting, marketing, press, public demonstration and performance, audience reception and analytics, commercial platform, etc., and discussed and analyzed.

Author(s):  
Dheeraj Chhillar ◽  
Kalpana Sharma

<span>There are various root causes of software failures. Few years ago, software used to fail mainly due to functionality related bugs. That used to happen due to requirement misunderstanding, code issues and lack of functional testing. A lot of work has been done in past on this and software engineering has matured over time, due to which software’s hardly fail due to functionality related bugs. To understand the most recent failures, we had to understand the recent software development methodologies and technologies. In this paper we have discussed background of technologies and testing progression over time. A survey of more than 50 senior IT professionals was done to understand root cause of their software project failures. It was found that most of the softwares fail due to lack of testing of non-functional parameters these days. A lot of research was also done to find most recent and most severe software failures. Our study reveals that main reason of software failures these days is lack of testing of non-functional requirements. Security and Performance parameters mainly constitute non-functional requirements of software. It has become more challenging these days due to lots of development in the field of new technologies like Internet of things (IoT), Cloud of things (CoT), Artificial Intelligence, Machine learning, robotics and excessive use of mobile and technology in everything by masses. Finally, we proposed a software development model called as T-model to ensure breadth and depth of software is considered while designing and testing of software. </span>


Author(s):  
Håkan Jönsson ◽  
Evgheni Ermolaev ◽  
Cecilia Sundberg ◽  
Sven Smårs ◽  
Mikael Pell

Composting is the most widely used biological treatment method for recovering the plant nutrients of organic waste. Composting is an aerobic process and it is well known that mismanagement, e.g. insufficient ventilation, can seriously affect the turnover and performance of the process. The turnover is also strongly inhibited if the operation temperature rises above 40°C before the pH has increased above 6. Such a combination of high temperature and low pH also seriously increases the odour emission potential of the compost operation as the initial high odorous stage is prolonged until the pH increases. When the pH increases beyond 6.5, the odour potential rapidly decreases. The pH development can be accelerated by good cooling and ventilation, and/or by addition of alkaline amendment, e.g. recycling of alkaline compost or addition of wood ash. When the compost is turned, the structure of the compost matrix, and thus the aeration, is improved which decreases odour generation and also the proportion of anaerobic processes and thus the emissions of methane.Studies of food waste home composts show that these have a much higher moisture content (70-80%) compared to what is normally recommended for composting (40-65%). The common assumption has therefore been that methane emissions from home composts are greater than from large scale municipal composts. However, recent studies in both Sweden and Denmark show that the methane emissions from home composts usually are smaller than from large municipal composts. Furthermore, both studies indicate that the emissions seem to increase if the composts are frequently turned, quite contrary to what was expected. The emissions also seem to increase if the feeding is too high. This means that the capacity of the home compost should not be exceeded and that the efforts for its operation can be kept low, as turning does not seem to be an advantage, at least from the point of view of greenhouse gas emissions.


Author(s):  
Rena Upitis

This Too Is Music guides and motivates teachers to foster classroom conditions that enable elementary students to thrive as improvisers, critical listeners, performers, and composers. Using anecdotes and illustrated with musical examples, the book explores how these aspects of music making are intertwined and quells any doubts teachers may have regarding their abilities to create an environment where children can improvise, dance, compose, and notate their musical offerings. While the book acknowledges the importance of traditional approaches to teaching notation and performance, its emphasis is on the student’s point of view, illustrating how young musicians can learn when their musical ideas are honored and celebrated. Various teaching ideas are presented; some are exploratory in nature, and others involve direct instruction. Regardless of their nature, all of the activities arise from research on children’s musical development in general and their development of notational systems in particular, and they have been tested in multiple elementary-classroom environments and preservice settings. The activities center on engaging with music through movement, performing, singing, improvising, composing, developing notational skills, and appealing to children across subjects, including language, drama, and mathematics. Activities encompass both small-scale classroom lessons and large-scale productions. This pedagogy has a timeless quality; even in our digital age, this musical environment appeals to children. The book invites readers to adapt the ideas to their own teaching settings, showing both preservice and established teachers that they can teach music creatively to build community and to inspire all who enter there.


Author(s):  
Adrián Hernández-López

Job satisfaction and motivation are traditional areas of organizational psychology research. Nevertheless, within Software Engineering (SE), these concepts continue to be in the research agenda. These concepts are interrelated between them and with other important management aspects within SE: productivity measurement. In this paper, the job satisfaction and the motivation of software development team members are analyzed using a qualitative exploratory approach. Results are presented under the point of view of Maslow’s hierarchy of needs and Herzberg’s dual factor theory. Moreover, the factors that participants considered as improvers of their productivity are also analyzed. And also, links between productivity factors and motivation are analyzed. Finally, results points to a high presence of hygienic factors that should be covered if organizations what to improve the job satisfaction of software project team workers.


2021 ◽  
Vol 2021 ◽  
pp. 1-14
Author(s):  
Yanqing Cui ◽  
Islam Zada ◽  
Sara Shahzad ◽  
Shah Nazir ◽  
Shafi Ullah Khan ◽  
...  

Flexibility and change adoption are key attributes for service-oriented architecture (SOA) and agile software development processes. Although the notion of agility is quite visible on both sides, still the integration of the two diverse concepts (architectural framework and development process) should be well thought of before employing them for a software development project. For this purpose, this study is designed to analyze the two diverse software architectural framework and development approaches, that is, SOA and Scrum process model, respectively, and their integrated environment in software project development setup perspective for Industrial Internet of Things (IIoT). This study also analyzes commonalities among Scrum process model and SOA architectural framework to identify compatibility between Scrum and SOA so that the Scrum process can be constructively used for SOA based projects. This study also examines the proper design and setup of Scrum process suitable for large-scale SOA based projects. For this purpose, an SOA based research and development project is selected as a case study using Scrum as the software development process. The project development and deployment perspective include eight core modules that constitute the overall project framework.


Author(s):  
Benjamin S. Blau ◽  
Tobias Hildenbrand ◽  
Matthias Armbruster ◽  
Martin G. Fassunge ◽  
Yongchun Xu ◽  
...  

2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


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