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

  • Eelke Folmer
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4608)


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.


Games COTS Game architectures 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Plummer, J.: A Flexible and Expandable Architecture for Electronic Games. Vol. Master Thesis. Arizona State University, Phoenix (2004)Google Scholar
  2. 2.
    Grossman, A.: Postmortems from Game Developer. CMPBooks, San Francisco (2003)Google Scholar
  3. 3.
    DTI: From exuberant youth to sustainable maturity: competitive analysis of the UK games software sector (2002) Google Scholar
  4. 4.
    IEEE Architecture Working Group. Recommended practice for architectural description IEEE (1998)Google Scholar
  5. 5.
    Avgeriou, P.: Describing, Instantiating and Evaluating a Reference Architecture: A Case Study. Enterprise Architect Journal, Fawcette Technical Publications (2003)Google Scholar
  6. 6.
    Andrew Rollings, D.M.: Game Architecture and Design. Coriolis Technology Press, Arizona (2000)Google Scholar
  7. 7.
    Michael Buro, T.F.: On the Development of a Free RTS Game Engine. GameOn’NA Conference, Montreal (2005)Google Scholar
  8. 8.
    Mark Collins-Cope, H.M.: A reference architecture for component based developmentGoogle Scholar
  9. 9.
    Brooks, F.: The Mythical Man-Month; Essays on Software Engineering. Twentieth Anniversary Edition, Addison-Wesley, Reading (1995)Google Scholar
  10. 10.
    Blow, J.: Game Development: Harder than you think. ACM Queue (2004)Google Scholar

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

Personalised recommendations