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Extending the Reference Method for Game Production: A Situational Approach

机译:扩展游戏制作参考方法:一种情境方法

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In this research, we describe the development of a situational game production method. In earlier research, the reference method for game production was proposed, which gives a complete overview of all possible activities and deliverables in a game production process. However, this method is a generic method that is not suitable for every game development project. The need exists for a method that can be tuned to different situations. In respect to this research, a situation corresponds to a game genre or other factors that influence the development steps. We conducted case studies at nine Dutch game companies, in order to a) validate the activities and deliverables in the existing reference method, and b) analyze the companiespsila existing methods in order to identify new situational routes which can be used to extend the reference method. We use method engineering principles and a meta-modeling technique to document, compare and analyze the nine methods. Based on the analysis, we propose four new routes, where each route represents a specific production case. The four routes are: serious games, online games, prototype and localization. Finally, we integrate the new routes with the existing method by developing a route map.
机译:在这项研究中,我们描述了一种情境游戏制作方法的发展。在较早的研究中,提出了用于游戏制作的参考方法,该方法全面概述了游戏制作过程中的所有可能活动和可交付成果。但是,此方法是一种通用方法,不适用于每个游戏开发项目。需要一种可以适应不同情况的方法。对于这项研究,情况对应于游戏类型或影响开发步骤的其他因素。我们对九家荷兰游戏公司进行了案例研究,以a)验证现有参考方法中的活动和可交付成果,b)分析公司psila的现有方法,以确定新的情境路线,以用于扩展参考方法。我们使用方法工程原理和元建模技术来记录,比较和分析这九种方法。根据分析,我们提出了四个新路线,其中每个路线代表一个特定的生产案例。这四个途径是:严肃游戏,在线游戏,原型和本地化。最后,我们通过开发路线图将新路线与现有方法集成在一起。

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