Component Based Game Development – A Solution to Escalating Costs and Expanding Deadlines?

  • Eelke Folmer
Conference paper

DOI: 10.1007/978-3-540-73551-9_5

Part of the Lecture Notes in Computer Science book series (LNCS, volume 4608)
Cite this paper as:
Folmer E. (2007) Component Based Game Development – A Solution to Escalating Costs and Expanding Deadlines?. In: Schmidt H.W., Crnkovic I., Heineman G.T., Stafford J.A. (eds) Component-Based Software Engineering. CBSE 2007. Lecture Notes in Computer Science, vol 4608. Springer, Berlin, Heidelberg

Abstract

Expanding deadlines and escalating costs have notoriously plagued the game industry. Although the majority of the game development costs are spent on art and animation, significant cost reductions and more importantly reductions in development time can be achieved when developers use off the shelf components rather than develop them from scratch. However, many game developers struggle with component integration and managing the complexity of their architectures. This paper gives an overview of developing games with components, presents a reference architecture that outlines the relevant areas of reuse and signifies some of the problems with developing components unique to the domain of games.

Keywords

Games COTS Game architectures 

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Copyright information

© Springer-Verlag Berlin Heidelberg 2007

Authors and Affiliations

  • Eelke Folmer
    • 1
  1. 1.Game Engineering Research Group, University of Nevada, Reno, 89503 Reno, NevadaUSA

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