Advertisement

The Effectiveness and Efficiency of Model Driven Game Design

  • Joris Dormans
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7522)

Abstract

In order for techniques from Model Driven Engineering to be accepted at large by the game industry, it is critical that the effectiveness and efficiency of these techniques are proven for game development. There is no lack of game design models, but there is no model that has surfaced as an industry standard. Game designers are often reluctant to work with models: they argue these models do not help them design games and actually restrict their creativity. At the same time, the flexibility that model driven engineering allows seems a good fit for the fluidity of the game design process, while clearly defined, generic models can be used to develop automated design tools that increase the development’s efficiency.

Keywords

Design Tool Game Development Game Design Digital Game Model Drive Engineer 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

References

  1. 1.
    Church, D.: Formal abstract design tools. Gamasutra (1999)Google Scholar
  2. 2.
    Kreimeier, B.: The case for game design patterns. Gamasutra (2002)Google Scholar
  3. 3.
    Björk, S., Holopainen, J.: Patterns in Game Design. Charles River Media, Boston, MA (2005)Google Scholar
  4. 4.
    Koster, R.: A grammar of gameplay: game atoms: can games be diagrammed? Presentation at the Game Developers Conference (2005)Google Scholar
  5. 5.
    Bura, S.: A game grammar (2006)Google Scholar
  6. 6.
    Cook, D.: The chemistry of game design. Gamasutra (2007)Google Scholar
  7. 7.
    Dormans, J.: Machinations: Elemental feedback structures for game design. In: Proceedings of the GAMEON-NA Conference (2009)Google Scholar
  8. 8.
    Adams, E., Rollings, A.: Fundamentals of Game Design. Pearson Education, Inc., Upper Saddle River (2007)Google Scholar
  9. 9.
    Brown, A.: An introduction to model driven architecture (2004)Google Scholar
  10. 10.
    Dormans, J.: Level design as model transformation: A strategy for automated content generation. In: Proceedings of the Foundations of Digital Games Conference 2011, Bordeaux, France (2011)Google Scholar
  11. 11.
    Reyno, E.M., Carsí Cubel, J.Á.: Model-driven game development: 2d platform game prototyping. In: Proceedings of the GAME on Conference (2008)Google Scholar
  12. 12.
    Reyno, E.M., Carsí Cubel, J.Á.: Automatic prototyping in model-driven game development. ACM Computers in Entertainment 7(2) (2009)Google Scholar
  13. 13.
    Guttemberg, D.: An academic approach to game design: Is it worth it? Gamasutra (2006)Google Scholar
  14. 14.
    Sheffield, B.: Defining games: Raph koster’s game grammar. Gamasutra (2007)Google Scholar
  15. 15.
    Petrillo, F., Pimenta, M., Trindade, F., Dietrich, C.: What went wrong? a survey of problems in game development. ACM Computers in Entertainment 7(1) (2009)Google Scholar
  16. 16.
    Brom, C., Abonyi, A.: Petri nets for game plot. In: Proceedings of AISB (2006)Google Scholar
  17. 17.
    Araújo, M., Roque, L.: Modeling games with petri nets. In: Proceedings of DiGRA 2009 (2009)Google Scholar
  18. 18.
    Smith, G., Whitehead, J., Mateas, M.: Tanagra: A mixed-initiative level design tool. In: Proceedings of the Foundations of Digital Games Conference 2010, Monterey, CA, pp. 209–216 (2010)Google Scholar
  19. 19.
    Smelik, R., Turenel, T., de Kraker, K.J., Bidarra, R.: Inegrating procedural generation and manual editing of virtual worlds. In: Proceedings of the Foundations of Digital Games Conference 2010, Monterey, CA (2010)Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2012

Authors and Affiliations

  • Joris Dormans
    • 1
  1. 1.Amsterdam University of Applied SciencesThe Netherlands

Personalised recommendations