Defining an Iterative ISO/IEC 29110 Deployment Package for Game Developers

Author(s):  
Jussi Kasurinen ◽  
Kari Smolander

Software development in a small development team is a challenge, as people have to fulfill several roles, which in larger groups would have dedicated people. To help in this aspect, the ISO/IEC 29110 Lifecycle profiles for Very Small Entities has been developed to help organization and manage the workflow. However, the model presented in the ISO/IEC 29110 is rather abstract, and prominently follows the waterfall approach, even though the documents do amend agile practices as one acceptable approach. In game development this loosely defined approach is problematic, since games industry heavily relies in the agile practices with short cycles of iterations. In this article, the authors present their study of game development organizations, and describe the ISO/IEC 29110 deployment package “Highly Iterative Software Processes” which combines the Entry level model with the industry-specific requirements. In general, the definition of support for the iterative development makes the model feasible for the industry.

Author(s):  
Marco Palomino ◽  
◽  
Abraham Dávila ◽  
Karin Melendez ◽  
Marcelo Pessoa ◽  
...  

In the recent years, the adoption of agile frameworks and methodologies in Software Development Organizations (SDO) has grown up considerably. Unfortunately, the level required of formal documentation in bigger or longer software development projects is not full covered by agile practices alone; likewise, this kind of situations happen frequently in a context of CMMI organizations. The aim of this study is identify, review and analyze the most used agile practices that are being used in combination with CMMI within SDO. To accomplish this, a systematic literature review has been performed according to relevant guidelines. This study has identified multiple practices such as Daily Meeting and Product Backlog management that are being used constantly in combination with CMMI. In addition, we could identify that there are specific benefits of implementing practices from both approaches.


Author(s):  
Abdallah Qusef ◽  
Abdallah Ayasreh ◽  
Adnan Shaout ◽  
Muhanna Muhanna

The objective of this research was to discuss the processes and challenges encountered in the creation of mobile games for both Android and iOS platforms, which would help the novice game developers to enter the big world of mobile game industry. We highlighted each phase of the mobile game development. These involved suggestions on efficient brainstorming of ideas, proper selection of game engine, game design, number and type of pages, creation of levels, and distribution of complexity across the game level. In addition, other factors were considered such as the creation of User Interface and User Experience (UI/UX) as well as definition of the screen object’s sizes and positions that would be suitable in all mobile devices. The importance of agile cycles of alpha and beta testing was also discussed, particularly its influence on the enhancement of game features. However, a successful game is recognized based on its earnings. Hence, a guide on how to properly market the game was also included. A model game called “By Two” was used in this study to illustrate and explain the steps in detail.


Author(s):  
Christoffer Mitch C. Cerda

This paper uses the author’s experiences of teaching the Filipino module of a multidisciplinary video game development class as a case study in teaching Filipino culture and identity as an element of video game development. A preliminary definition of “Filipino video game” as having Filipino narratives and subject matter, made by Filipino video game developers, and catering to a Filipino audience, is proposed. The realities and limitations of video game development and the video game market in the Philippines is also discussed to show how the dominance of Western video game industry, in terms of the dominance of outsource work for Filipino video game developers and the dominance of non-Filipino video games played by Filipino players, has hindered the development of original Filipino video games. Using four Filipino video games as primary texts discussed in class, students were exposed to Filipinomade video games, and shown how these games use Filipino history, culture, and politics as source material for their narrative and design. Issues of how video games can be used to selfexoticization, and the use of propaganda is discussed, and also how video games can be used to confront and reimagine Filipinoness. The paper ends with a discussion of a student-made game titled Alibatas, a game that aims to teach baybayin, a neglected native writing system in the Philippines as a demonstration of how students can make a Filipino video game. The paper then shows the importance of student-made games, and the role that the academe plays in the critical understanding of Filipino video games, and in defining Filipino culture and identity.


2017 ◽  
Vol 20 (7) ◽  
pp. 2315-2332 ◽  
Author(s):  
Jennifer R Whitson

This article describes how game developers successfully ‘pull off’ game development, collaborating in the absence of consensus and working with recalcitrant and wilful technologies, shedding light on the games we play and those that make them, but also how we can be forced to work together by the platforms we choose to use. The concept of ‘boundary objects’ is exported from Science and Technology Studies (STS) to highlight the vital coordinating role of game development software. Rather than a mutely obedient tool, game software such as Unity 3D is depicted by developers as exhibiting magical, even agential, properties. It becomes ‘voodoo software’. This software acts as a boundary object, aligning game developers at points of technical breakdown. Voodoo software is tidied away in later accounts of game development, emphasizing how ethnographies of software development provide an anchor from which to investigate cultural production and co-creative practice.


Author(s):  
Olexandr Grebenuk ◽  
Volodymyr Pavlenko

The application of ports and adapters architecture (other names bulbous, layered, hexagonal) in iterative software development is considered in accordance with the requirements that come in chronological order in the practical example. Each iteration is supported by the schema architecture, problems encountered and their solution. The expediency of using the considered architecture in the iterative development of software with time constraints is shown. The system of collecting data on the concentration of carbon dioxide of the environment and air temperature in real time from a distributed network of sensors with a predetermined geolocation for medical institutions was developed. Put sensor information (ID, commissioning date and end date) in the Google Sheets spreadsheet. The data from the sensors should be collected on the server by REST service. The process of PPP in a specific project with significant time constraints is investigated, applying the rules and principles laid down in the architecture of ports and adapters, using the basic metrics to evaluate the complexity of adding new functionality, testing, concurrent development, speed and ease of development; draw conclusions about the conditions when it is appropriate to apply the chosen software design approach, and the ability of such an approach to perceive software requirements changes. The architecture of ports and adapters is useful if the system has many external integrations (mail service, push messages, databases, reporting system, etc.). The one-way communication with adapters guarantees the integrity of the main algorithmic part of the program. A thorough knowledge of the domain allows you to immediately determine the domain layer. Building a system structure that optimally reflects the domain requires the most time, and it will be costly in the future to correct errors made during the process of defining system layers (interfaces and systems). Domain logic testing is fast due to Unit tests, other tests are easy to write due to the small connectivity between layers. This architecture is not a completely new approach, but it takes the best of OOP, SOLID, DDD and determines how to apply these principles in the best way.


2020 ◽  
Author(s):  
Sung Won Jung ◽  
Sungchul Bae ◽  
Donghyeong Seong ◽  
Byoung-Kee Yi

BACKGROUND Through several years of the healthcare information exchange based on the HIE project, some problems were found in the CDA documents generated. OBJECTIVE To fix some problems, we developed the K-CDA Implementation Guide (K means S. Korea) that conforms to the HL7 CDA, and suits the domestic conditions regarding the healthcare information. METHODS We achieved by analyzing HIE guideline and the U.S. C-CDA, and comparing each item. The items that required further discussion were reviewed by the expert committee. Based on the reviews, the previously developed templates were revised. RESULTS A total of 35 CDA templates were developed: five document-level templates, fourteen section-level templates, and sixteen entry-level templates. The 28 value sets used in the templates have been improved and the OIDs for HIE have been redefined CONCLUSIONS The K-CDA IG allows management in the form of a template library based on the definition of the General K-Header and the structured templates. This enables the K-CDA IG to respond to the expansion of national HIE templates with flexibility. For the K-CDA IG, the CDA template in current use was incorporated to the greatest extent possible, to minimize the scope of modifications. It enables the national HIE and the HIE with countries abroad.


Repositor ◽  
2020 ◽  
Vol 2 (7) ◽  
pp. 965
Author(s):  
Naufal Azzmi ◽  
Lailatul Husniah ◽  
Ali Sofyan Kholimi

AbstrakPerkembangan game pada saat ini berkembang dengan sangat cepat, dalam perkermbangan game topik AI adalah topik yang paling banyak diteliti oleh beberapa peneliti khususnya pada pembuatan suatu konten game menggunakan metode PCG (procedural content generation). Pada pembuatan sebuah game world menggunakan metode PCG sudah banyak developer game yang sukses dengan mengimplementasikan metode ini, metode ini banyak digunkan pada geme dengan genre RPG, Rouglikes, Platformer, SandBox, Simulation dan lain sebagainya, Pada penelitian ini berfokus pada pengembangan sebuah game world generator untuk game berjenis open world yang berupa sebuah kepulauan dengan metode PCG dengan menggunakan algoritma perlin noise sebagai algoritma pembentuk textur utama pulau yang dimana pada penelitian ini memanfaatkan beberapa variable noise seperti octave, presistance dan lacunarity guna untuk menambah kontrol dari hasil textur yang dihasilkan serta algoritma penempatan pulau untuk membuat sebuah game world yang menyerupai sebuah kepulauan. Dari hasil uji generator terkait degan pengujian playability dan performa dapat disimpulkan bahwa generator yang dikembangkan playable serta performa yang dianaliasa menggunakan notasi Big O menunjukkan  (linear). Abstract Game development is currently growing very fast, game development AI is the most discussed topic by most researchers especially in the developing of game content using the PCG (procedural content generation) method. In making a game world using the PCG method, many game developers have succeeded by implementing this method, this method is widely used on RPGs, Rouglikes, Platformers, SandBox, Simulations and ect,. This study focuses on developing a game world generator game for open world type games in the form of an archipelago using the PCG method using the noise perlin algorithm as the island's main texturizing algorithm which in this study utilizes several noise variables such as octave, presistance and use for add control of the texture results as well as the island placement algorithm’s to create a game world that resembles an archipelago form. From the generator test results related to the playability and performance testing, it shows that map are being generated by the generators are playable and performance that are analyzed using Big O notation show O (n) (linear).


Organization ◽  
2015 ◽  
Vol 22 (4) ◽  
pp. 570-587 ◽  
Author(s):  
Amanda Peticca-Harris ◽  
Johanna Weststar ◽  
Steve McKenna

This article examines two blogs written by the spouses of game developers about extreme and exploitative working conditions in the video game industry and the associated reader comments. The wives of these video game developers and members of the game community decry these working conditions and challenge dominant ideologies about making games. This article contributes to the work intensification literature by challenging the belief that long hours are necessary and inevitable to make successful games, discussing the negative toll of extreme work on workers and their families, and by highlighting that the project-based structure of game development both creates extreme work conditions and inhibits resistance. It considers how extreme work practices are legitimized through neo-normative control mechanisms made possible through project-based work structures and the perceived imperative of a race or ‘crunch’ to meet project deadlines. The findings show that neo-normative control mechanisms create an insularity within project teams and can make it difficult for workers to resist their own extreme working conditions, and at times to even understand them as extreme.


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