论文标题

过去已经过去了吗?视频游戏行业中实际软件工程流程的调查

Are the Old Days Gone? A Survey on Actual Software Engineering Processes in Video Game Industry

论文作者

Politowski, Cristiano, Fontoura, Lisandra, Petrillo, Fabio, Guéhéneuc, Yann-Gaël

论文摘要

在过去的10年中,一些研究研究了视频游戏开发过程,他们提出了改善游戏方式的方法。这些方法通常采用敏捷方法,因为声称传统的做法和瀑布过程已经消失。但是,“过去”在游戏行业中真的消失了吗?在本文中,我们通过验尸项目分析介绍了视频游戏行业软件工程流程的调查。我们分析了Gamasutra Portal的20个验尸。我们提取了他们的过程,并通过使用业务流程模型和符号(BPMN)对其进行了建模。这项工作提出了三个主要贡献。首先,一种识别和提取项目过程的验尸分析方法。其次,研究主要结果:\ textbf {“旧时代”消失了,但不是完全}。 \ textbf {迭代实践}正在增加,并将其应用于\ textbf {65 \%的项目},其中\ textbf {45 \%的该项目}明确采用了敏捷的实践。但是,\ textbf {瀑布}过程至少要应用\ textbf {30 \%的项目}。最后,我们讨论了视频游戏开发社区的一些含义,方向和机会。

In the past 10 years, several researches studied video game development process who proposed approaches to improve the way how games are developed. These approaches usually adopt agile methodologies because of claims that traditional practices and the waterfall process are gone. However, are the "old days" really gone in the game industry? In this paper, we present a survey of software engineering processes in video game industry from postmortem project analyses. We analyzed 20 postmortems from Gamasutra Portal. We extracted their processes and modelled them through using the Business Process Model and Notation (BPMN). This work presents three main contributions. First, a postmortem analysis methodology to identify and extract project processes. Second, the study main result: \textbf{the "old days" are gone, but not completely}. \textbf{Iterative practices} are increasing and are applied to at least \textbf{65\% of projects} in which \textbf{45\% of this projects} explicitly adopted Agile practices. However, \textbf{waterfall} process is still applied at least \textbf{30\% of projects}. Finally, we discuss some implications, directions and opportunities for video game development community.

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