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Automating the Implementation of Games Based on Model-Driven Authoring Environments

  • Christos Karamanos
  • Nikitas M. Sgouros
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7522)

Abstract

In recent years the emergence of multiple game platforms (e.g., mobile, specialized consoles, PC) along with the rising interest in game creation by users with limited technical background calls for the development of high level authoring environments that base the creation process on abstract game models and automate their implementation. This paper describes our research towards the creation of such a development and execution environment that incorporates a graphical authoring environment based on an abstract model of common action RPG games along with a 3-D rendering client that automatically translates the resulting game into an OpenGL ES implementation.

Keywords

Authoring & Content Creation Domain Modeling & Software Generation 

References

  1. 1.
    McNaughton, M., Cutimisu, M., Szafron, D., Schaeffer, J., Redford, J., Parker, D., Scriptease: Generative design patterns for computer role-playing games. In: 19th IEEE Int. Conf. on Automated Software Engineering, pp. 88–99 (2004)Google Scholar
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    MIT, Scratch (2009), http://scratch.mit.edu
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    Reyno, E.M., Carsi Cubel, J.A.: Automated Prototyping in Model-Driven Game Development. Computers in Entertainment (CIE) 7(2) (2009)Google Scholar
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    Habgood, J., Overmars, M.: The Game Maker’s Apprentice. APress (2006)Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2012

Authors and Affiliations

  • Christos Karamanos
    • 1
  • Nikitas M. Sgouros
    • 1
  1. 1.Department of Digital SystemsUniversity of PiraeusPiraeusGreece

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