Enhancing Collaboration Between 3D Artists and Programmers in Game Development with Agile Practices
Resumo
Game development differs from traditional software flow since it should align stakeholders' needs with 3D artist and programmer teams. Stakeholders' requirements, such as high-quality 3D models and new functionalities, conflict with the constraints that programmers should deal with, such as hardware graphics processing limitations and resource optimization, which can increase project costs and time to market. In this work, we propose the employment of a set of agile practices to facilitate the development of 3D assets that, in addition to satisfying the demands of stakeholders, also address the requirements and constraints of the 3D artist and programmer team. Results show that the proposed practices have reduced the time to respond to new requests or modification of assets, avoiding redoing tasks and wasting developer time.
Palavras-chave:
3D assets, Scrum, Game development, Agile Practices, Case Study
Referências
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Aleem, S., Capretz, L. F., e Ahmed, F. (2016). Game development software engineering process life cycle: a systematic review. Journal of Software Engineering Research and Development, 4(1):1–30.
Beck, K., Beedle, M., van Bennekum, A., Cockburn, A., Cunningham, W., Fowler, M., Grenning, J., Highsmith, J., Hunt, A., Jeffries, R., Kern, J., Marick, B., Martin, R. C., Mellor, S., Schwaber, K., Sutherland, J., e Thomas, D. (2001). Manifesto for agile software development.
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Gomes Filho, A. F., Alencar, D., e de Toledo, R. (2018). Agile in 3d: Agility in the animation studio. In Agile Methods: 8th Brazilian Workshop, WBMA 2017, Belém, Brazil, September 13–14, 2017, Revised Selected Papers 8, pages 63–76. Springer.
Hristov, G. e Kinaneva, D. (2021). A workflow for developing game assets for video games. In 2021 3rd International Congress on Human-Computer Interaction, Optimization and Robotic Applications (HORA), pages 1–5. IEEE.
Keith, C. (2020). Agile Game Development: Build, Play, Repeat. Addison-Wesley Professional.
Maxim, B. R. e Ridgway, B. (2007). Use of interdisciplinary teams in game development. In 2007 37th Annual Frontiers In Education Conference-Global Engineering: Knowledge Without Borders, Opportunities Without Passports, pages T2H–1. IEEE.
McKenzie, T., Morales-Trujillo, M., Lukosch, S., e Hoermann, S. (2021). Is agile not agile enough? a study on how agile is applied and misapplied in the video game development industry. In 2021 IEEE/ACM Joint 15th International Conference on Software and System Processes (ICSSP) and 16th ACM/IEEE International Conference on Global Software Engineering (ICGSE), pages 94–105. IEEE.
McKenzie, T., Trujillo, M. M., e Hoermann, S. (2019). Software engineering practices and methods in the game development industry. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, pages 181–193.
Musil, J., Schweda, A., Winkler, D., e Biffl, S. (2010). Improving video game development: Facilitating heterogeneous team collaboration through flexible software processes. In Systems, Software and Services Process Improvement: 17th European Conference, EuroSPI 2010, Grenoble, France, September 1-3, 2010. Proceedings 17, pages 83–94. Springer.
Petrillo, F., Pimenta, M., Trindade, F., e Dietrich, C. (2008). Houston, we have a problem... a survey of actual problems in computer games development. In Proceedings of the 2008 ACM symposium on Applied computing, pages 707–711.
Politowski, C., Petrillo, F., Ullmann, G. C., e Guéhéneuc, Y.-G. (2021). Game industry problems: An extensive analysis of the gray literature. Information and Software Technology, 134:106538.
Schwaber, K. e Sutherland, J. (2017). The scrum guide- the definitive guide to scrum: The rules of the game. SCRUM. org, Jul-2013.
Aleem, S., Capretz, L. F., e Ahmed, F. (2016). Game development software engineering process life cycle: a systematic review. Journal of Software Engineering Research and Development, 4(1):1–30.
Beck, K., Beedle, M., van Bennekum, A., Cockburn, A., Cunningham, W., Fowler, M., Grenning, J., Highsmith, J., Hunt, A., Jeffries, R., Kern, J., Marick, B., Martin, R. C., Mellor, S., Schwaber, K., Sutherland, J., e Thomas, D. (2001). Manifesto for agile software development.
Clement, J. Global video game market value from 2020 to 2025.
Cohn, M. (2004). User stories applied: For agile software development. Addison-Wesley Professional.
Cohn, M. (2023). User story template: What it is and why it works so well. [link]. Accessed on 2023-04-23.
Gomes Filho, A. F., Alencar, D., e de Toledo, R. (2018). Agile in 3d: Agility in the animation studio. In Agile Methods: 8th Brazilian Workshop, WBMA 2017, Belém, Brazil, September 13–14, 2017, Revised Selected Papers 8, pages 63–76. Springer.
Hristov, G. e Kinaneva, D. (2021). A workflow for developing game assets for video games. In 2021 3rd International Congress on Human-Computer Interaction, Optimization and Robotic Applications (HORA), pages 1–5. IEEE.
Keith, C. (2020). Agile Game Development: Build, Play, Repeat. Addison-Wesley Professional.
Maxim, B. R. e Ridgway, B. (2007). Use of interdisciplinary teams in game development. In 2007 37th Annual Frontiers In Education Conference-Global Engineering: Knowledge Without Borders, Opportunities Without Passports, pages T2H–1. IEEE.
McKenzie, T., Morales-Trujillo, M., Lukosch, S., e Hoermann, S. (2021). Is agile not agile enough? a study on how agile is applied and misapplied in the video game development industry. In 2021 IEEE/ACM Joint 15th International Conference on Software and System Processes (ICSSP) and 16th ACM/IEEE International Conference on Global Software Engineering (ICGSE), pages 94–105. IEEE.
McKenzie, T., Trujillo, M. M., e Hoermann, S. (2019). Software engineering practices and methods in the game development industry. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, pages 181–193.
Musil, J., Schweda, A., Winkler, D., e Biffl, S. (2010). Improving video game development: Facilitating heterogeneous team collaboration through flexible software processes. In Systems, Software and Services Process Improvement: 17th European Conference, EuroSPI 2010, Grenoble, France, September 1-3, 2010. Proceedings 17, pages 83–94. Springer.
Petrillo, F., Pimenta, M., Trindade, F., e Dietrich, C. (2008). Houston, we have a problem... a survey of actual problems in computer games development. In Proceedings of the 2008 ACM symposium on Applied computing, pages 707–711.
Politowski, C., Petrillo, F., Ullmann, G. C., e Guéhéneuc, Y.-G. (2021). Game industry problems: An extensive analysis of the gray literature. Information and Software Technology, 134:106538.
Schwaber, K. e Sutherland, J. (2017). The scrum guide- the definitive guide to scrum: The rules of the game. SCRUM. org, Jul-2013.
Publicado
30/09/2024
Como Citar
MACHADO, Lucas Rister; RUTZIG, Mateus Beck; FONTOURA, Lisandra Manzoni.
Enhancing Collaboration Between 3D Artists and Programmers in Game Development with Agile Practices. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 23. , 2024, Manaus/AM.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 82-93.
DOI: https://doi.org/10.5753/sbgames.2024.240512.