A structured review of game coding through modeling
Resumo
Game companies have grown a lot in recent years, reaching billions of dollars a year, despite the game-building process being very complex and time-consuming. This process has evolved considerably over the years. However, it has always been typically characterized by an ad hoc structure with little formal documentation. This lack of structure and documentation can cause severe problems throughout the game's development, such as delivery delays, wrong implementation, maintenance difficulty, among others. One possible solution that can accelerate this development process and increase the level of documentation is the use of modeling for automatic code generation. Based on this, the paper aims to perform a Structured Review to find some information on modeling for game generation, collaborating in game development processes by accelerating coding and assisting with documentation.
Palavras-chave:
Games, Development, Modeling, Code generator, Literature revision
Referências
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K. K. Wollard and B. Shuck, “Antecedents to employee engagement: A structured review of the literature,” Advances in Developing Human Resources, vol. 13, no. 4, pp. 429–446, 2011.
R. C. Motta, K. M. de Oliveira, and G. H. Travassos, “Characterizing interoperability in context-aware software systems,” in VI Brazilian Symposium on Computing Systems Engineering (SBESC), 2016, pp. 203–208.
M. J. B. Stephenson, J. Renz, X. Ge, and P. Zhang, “Generating stable, building block structures from sketches,” IEEE Transactions on Games, pp. 1–10, 2019.
E. S. de Lima, F. J. Gheno, and A. Viseu, “Sketch-based interaction for planning-based interactive storytelling,” in19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), pp. 154–162, 2020.
F. Hamiye, B. Said, and B. Serhan, “A framework for the development of serious games for assessment,” International Conference on Games and Learning Alliance, pp. 407–416, 2019.
R. A. Boyd and S. E. Barbosa, “Reinforcement learning for all: An implementation using unreal engine blueprint,” 2017 International Conference on Computational Science and Computational Intelligence (CSCI), 2017, pp. 787–792.
S. Tang and M. Hanneghan, “A model-driven framework to support development of serious games for game-based learning,” Developments in E-systems Engineering, pp. 95–100, 2010.
K. Sanchez, K. Garcés, and R. Casallas, “A dsl for rapid prototyping of cross-platform tower defense games,” in 10th Computing Colombian Conference (10CCC), 2015, pp. 93–99.
A. W. Furtado, A. L. Santos, G. L. Ramalho, and E. S. de Almeida, “Improving digital game development with software product lines,” IEEE software, vol. 28, no. 5, pp. 30–37, 2011.
M. Petticrew and H. Roberts, Systematic reviews in the social sciences: A practical guide. John Wiley & Sons, 2008.
S. Matalonga, F. Rodrigues, and G. H. Travassos, “Characterizing testing methods for context-aware software systems: Results from a quasi-systematic literature review,” Journal of Systems and Software, vol. 131, pp. 1–21, 2017.
A. Matallaoui, P. Herzig, and R. Zarnekow, “Modeldriven serious game development integration of the gamification modeling language gaml with unity,” 2015 48th Hawaii International Conference on System Sciences, 2015, pp. 643–651.
N. Valcasara, Unreal engine game development blueprints. Packt Publishing Ltd, 2015.
C. W. Krueger, “Software reuse,” ACM Computing Surveys (CSUR), vol. 24, no. 2, pp. 131–183, 1992.
S. Pashkov, “Video game industry market analysis: Approaches that resulted in industry success and high demand,” Unit International Business Administration, 2021.
wepc, “Video Game Industry Statistics In 2020,” https://www.wepc.com/news/video-game-statistics/, online; accessed 10 January 2021.
E. M. Reyno and J. A. C. Cubel, “Model driven game development: 2d platform game prototyping.” GAMEON, 2008, pp. 5–7.
K. Bilinska-Reformat, A. Dewalska-Opitek, and M. Hofman-Kohlmeyer, “To mod or not to mod: an empirical study on game modding as customer value co-creation,” Sustainability, vol. 12, no. 21, pp. 9014, 2020.
P. Charles, R. M. Fuhrer, S. M. Sutton Jr, E. Duesterwald, and J. Vinju, “Accelerating the creation of customized, language-specific ides in eclipse,” ACM Sigplan Notices, vol. 44, no. 10, pp. 191–206, 2009.
H.-E. Eriksson and M. Penker, “Business modeling with uml,” New York, pp. 1–12, 2000.
F. Hamieh and B. Said, “Modeling and code generation of serious games for assessment,” ICT in our Lives, Alexandria, Egypt, pp. 8, 2018.
K. K. Wollard and B. Shuck, “Antecedents to employee engagement: A structured review of the literature,” Advances in Developing Human Resources, vol. 13, no. 4, pp. 429–446, 2011.
R. C. Motta, K. M. de Oliveira, and G. H. Travassos, “Characterizing interoperability in context-aware software systems,” in VI Brazilian Symposium on Computing Systems Engineering (SBESC), 2016, pp. 203–208.
M. J. B. Stephenson, J. Renz, X. Ge, and P. Zhang, “Generating stable, building block structures from sketches,” IEEE Transactions on Games, pp. 1–10, 2019.
E. S. de Lima, F. J. Gheno, and A. Viseu, “Sketch-based interaction for planning-based interactive storytelling,” in19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), pp. 154–162, 2020.
F. Hamiye, B. Said, and B. Serhan, “A framework for the development of serious games for assessment,” International Conference on Games and Learning Alliance, pp. 407–416, 2019.
R. A. Boyd and S. E. Barbosa, “Reinforcement learning for all: An implementation using unreal engine blueprint,” 2017 International Conference on Computational Science and Computational Intelligence (CSCI), 2017, pp. 787–792.
S. Tang and M. Hanneghan, “A model-driven framework to support development of serious games for game-based learning,” Developments in E-systems Engineering, pp. 95–100, 2010.
K. Sanchez, K. Garcés, and R. Casallas, “A dsl for rapid prototyping of cross-platform tower defense games,” in 10th Computing Colombian Conference (10CCC), 2015, pp. 93–99.
A. W. Furtado, A. L. Santos, G. L. Ramalho, and E. S. de Almeida, “Improving digital game development with software product lines,” IEEE software, vol. 28, no. 5, pp. 30–37, 2011.
M. Petticrew and H. Roberts, Systematic reviews in the social sciences: A practical guide. John Wiley & Sons, 2008.
S. Matalonga, F. Rodrigues, and G. H. Travassos, “Characterizing testing methods for context-aware software systems: Results from a quasi-systematic literature review,” Journal of Systems and Software, vol. 131, pp. 1–21, 2017.
A. Matallaoui, P. Herzig, and R. Zarnekow, “Modeldriven serious game development integration of the gamification modeling language gaml with unity,” 2015 48th Hawaii International Conference on System Sciences, 2015, pp. 643–651.
N. Valcasara, Unreal engine game development blueprints. Packt Publishing Ltd, 2015.
C. W. Krueger, “Software reuse,” ACM Computing Surveys (CSUR), vol. 24, no. 2, pp. 131–183, 1992.
Publicado
18/10/2021
Como Citar
CASTRO, Diego; WERNER, Cláudia Maria Lima.
A structured review of game coding through modeling. In: TRILHA DE COMPUTAÇÃO – ARTIGOS CURTOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 20. , 2021, Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2021
.
p. 309-313.
DOI: https://doi.org/10.5753/sbgames_estendido.2021.19658.