Future Trends in Game Authoring Tools

  • Florian Mehm
  • Christian Reuter
  • Stefan Göbel
  • Ralf Steinmetz
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7522)


Authoring Tools for digital games are used to create games from scratch, integrate content and game mechanics easily and can assist in a multitude of ways in the production chain of a game. For example, they can allow non-programmers to work on the game logic by means of domain-specific or visual programming languages, increase the collaboration between team members by integrating computer-supported collaborative work techniques, assist in catching errors in the game by model checking and offer publishing to multiple platforms by saving games in an intermediate format which can be run on various systems. This already interesting and viable approach can be extended in a number of ways which we exemplify in this position paper to indicate possible future directions for game authoring tools.


Authoring Tool Procedural Content Generation Domain-Specific Language Multiplayer In-Game Editing 


  1. 1.
    Bulterman, D.C.A., Hardman, L.: Structured multimedia authoring. ACM Transactions on Multimedia Computing Communications and Applications 1, 89–109 (2005)CrossRefGoogle Scholar
  2. 2.
    Cristea, A.: Authoring of adaptive educational Hypermedia. In: Seventh IEEE International Conference on Advanced Learning Technologies ICALT 2007, pp. 943–944 (2007)Google Scholar
  3. 3.
    Torrente, J., Blanco, Á.D., Cañizal, G., Moreno-ger, P., Fernandéz-Manjón, B.: <e-Adventure3D>: An Open Source Authoring Environment for 3D Adventure Games in Education. In: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, ACE 2008. ACM, New York (2008)Google Scholar
  4. 4.
    Mehm, F.: Authoring Serious Games. In: Pisan, Y. (ed.) Proceedings of the Fifth International Conference on the Foundations of Digital Games - FDG 2010, pp. 271–273. ACM (2010)Google Scholar
  5. 5.
    Est, C.V., Poelman, R., Bidarra, R.: High-Level Scenario Editing for Serious Games. In: Richard, P., Braz, J. (eds.) GRAPP 2011 - Proceedings of the International Conference on Computer Graphics Theory and Applications, pp. 339–346. SciTePress (2010)Google Scholar
  6. 6.
    Villaverde, K., Jeffery, C., Pivkina, I.: Cheshire: Towards an Alice Based Game Development Tool. In: International Conference on Computer Games, Multimedia & Allied Technology, pp. 321–328 (2009)Google Scholar
  7. 7.
    Kelleher, C.: Motivating programming: using storytelling to make computer programming attractive to middle school girls (2006)Google Scholar
  8. 8.
    Hendrikx, M., Meijer, S., Velden, J.V., Iosup, A.: Procedural Content Generation for Games: A Survey. ACM Transactions on Multimedia Computing, Communications and Applications 1, 1–24 (2012)Google Scholar
  9. 9.
    Shaker, N., Togelius, J., Yannakakis, G.N., Weber, B., Shimizu, T., Hashiyama, T., Sorenson, N., Pasquier, P., Mawhorter, P., Takahashi, G., Smith, G., Member, S., Baumgarten, R.: The 2010 Mario AI Championship: Level Generation Track. IEEE Transactions on Computational Intelligence and AI in Games 3, 1–16 (2011)CrossRefGoogle Scholar
  10. 10.
    Cavazza, M., Lugrin, J.-L., Pizzi, D., Charles, F.: Madame bovary on the holodeck: immersive interactive storytelling. In: Proceedings of the 15th International Conference on Multimedia MULTIMEDIA 2007, pp. 651–660. ACM (2007)Google Scholar
  11. 11.
    Smith, A.M., Mateas, M.: Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games. In: IEEE Conference on Computational Intelligence and Games (CIG), pp. 273–280. IEEE (2010)Google Scholar
  12. 12.
    Reed, A.: Creating Interactive Fiction with Inform 7. Course Technology PTR (2010) Google Scholar
  13. 13.
    BinSubaih, A., Maddock, S.: Game portability using a service-oriented approach. International Journal of Computer Games Technology (2008) Google Scholar
  14. 14.
    Orwant, J.: EGGG: Automated programming for game generation. IBM Systems Journal 39, 782–794 (2000)CrossRefGoogle Scholar
  15. 15.
    Duncan, S.C.: Minecraft, Beyond Construction and Survival. Well Played 1, 9–22 (2011)Google Scholar
  16. 16.
    Moreno-Ger, P., Fuentes-Fernández, R., Sierra-Rodríguez, J.-L., Fernández-Manjón, B.: Model-checking for adventure videogames. Information and Software Technology 51, 564–580 (2009)CrossRefGoogle Scholar
  17. 17.
    Reuter, C., Wendel, V., Göbel, S., Steinmetz, R.: Multiplayer Adventures for Collaborative Learning With Serious Games. Accepted at 6th European Conference on Games Based Learning (2012)Google Scholar
  18. 18.
    Wendel, V., Hertin, F., Göbel, S., Steinmetz, R.: Collaborative Learning by Means of Multiplayer Serious Games. In: Luo, X., Spaniol, M., Wang, L., Li, Q., Nejdl, W., Zhang, W. (eds.) ICWL 2010. LNCS, vol. 6483, pp. 289–298. Springer, Heidelberg (2010)CrossRefGoogle Scholar
  19. 19.
    Westecott, E.: Crafting Play: Little Big Planet. Loading 5, 90–100 (2011)Google Scholar
  20. 20.
    OECD: Participative Web and User-Created Content. OECD Publishing, Paris (2007)Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2012

Authors and Affiliations

  • Florian Mehm
    • 1
  • Christian Reuter
    • 1
  • Stefan Göbel
    • 1
  • Ralf Steinmetz
    • 1
  1. 1.Multimedia Communications Lab (KOM)Technische Universität DarmstadtDarmstadtGermany

Personalised recommendations