Design af en amatør spiludviklingsproces

Jeppe Stougaard Faber, Michael Piepgras Neergaard, Bertram Pelle Metcalf, Peter Christian Tolsager Nøhr & Nils Müllenborn

Studenteropgave: Fagmodulprojekt

Abstrakt

In this paper we examine development processes in the videogame industry and attempt to use the information gathered therefrom to structure and plan a hypothetical small-scale game development process while simultaniously attempting to follow such a process. We examine how game development processes are structured and what separates game development from other forms of software development. In terms of modelling, we examine software modelling methods are used in game development and why they are used, as well as how agile development plays into game development processes. A hypothetical process was created for amateur developers, with a team size assuming that ongoing simoultaneous processes were impossible to carry out, and was structured into three separate stages to be carried out in order; pre-production, production and post-production, as inspired by litterature sources. Our examination of industry-litterature, in addition to our own experience with the followed process and the experience gained through designing our own process, lead us to conclude the following:Game development is uniquely split into three separate stages: 1. with the purpose of experimenting with the game concept and design, 2. with the purpose of implementing the game in its minimum-viable stage, and 3. with the purpose of optimizing and improving the game as implemented in the previous stage and get it ready for release. The size of the development team has a drastic influence on the activities in the game development proces since more developers require a higher level of communication and therefore more formalized and divided processes.Modelling in video games is generally meant to communicate design, but the complexity of the process and other possible factors may require the modelling to adopt a more formalized approach.Game development includes frequent re-definition and re-iteration of the design and as a result, an agile approach is almost a necessity to avoid wasting time on re-planning; if the design constantly changes, a plan-driven approach is not a viable solution since every developed plan is unreliable.

UddannelserInformatik, (Bachelor/kandidatuddannelse) Bachelor
SprogDansk
Udgivelsesdato18 dec. 2018
VejledereInge-Lise Salomon