Workflow Patterns as a Means to Model Task Succession in Games: A Preliminary Case Study

  • Simone Kriglstein
  • Ross Brown
  • Günter Wallner
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8770)


Over the last decade, people involved in game development have noted the need for more formal models and tools to support the design phase of games. In this paper we present an initial investigation into whether workflow patterns – which have already proven to be effective for modeling business processes – are a suitable way to model task succession in games. Our preliminary results suggest that workflow patterns show promise in this regard, but some limitations, especially with regard to time constraints, currently restrict their potential.


Game Design Design Tools Workflow Patterns 


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Copyright information

© IFIP International Federation for Information Processing 2014

Authors and Affiliations

  • Simone Kriglstein
    • 1
  • Ross Brown
    • 2
  • Günter Wallner
    • 3
  1. 1.Vienna University of TechnologyViennaAustria
  2. 2.Queensland University of TechnologyBrisbaneAustralia
  3. 3.University of Applied Arts ViennaViennaAustria

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