Fundamentals Of Game Design Using Html Pdf
Game is a kind of software with goal to provide entertainment. However, during the real game development practice, simply adopting the software development life cycle (SDLC) is not enough, as the developers face several challenges during its life cycle. To address the problem, game development uses a kind of specific approach called game development life cycle (GDLC) to direct the game development. However, none of the existing GDLCs explicitly address how to successfully deliver a good quality game. This paper presents a new game development life cycle model and guidelines to successfully deliver a good quality game. Several quality criterias are explicitly considered at each phase.
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Abstract— Game is a kind of software with goal
to provide entertainment. However, during the real
game development practice, simply adopting the
software development life cycle (SDLC) is not
enough, as the developers face several challenges
during its life cycle. To address the problem, game
development uses a kind of specific approach
called game development life cycle (GDLC) to
direct the game development. However, none of the
existing GDLCs explicitly address how to
successfully deliver a good quality game. This
paper presents a new game development life cycle
model and guidelines to successfully deliver a good
quality game. Several quality criterias are
explicitly considered at each phase.
I. INTRODUCTION
HE birth of video games has slowly shifted the
meaning of traditional games into a digitalized
multimedia games. The term of games refer to the
meaning of video games. Nowadays, games can be
played in almost any device, and that is why
developing games can be a profitable industry. To
support the growth of gaming industry, several
original equipment manufacturer (OEM) publicly
distribute their software development kit (SDK) and
application programming interface (API) to attract
people to become "indie developer" [1].
According to Pressman, game is a kind of software
which provides entertainment [2]. However, game
development using only software development life
cycle (SDLC) faces several challenges [3][4]. While
SDLC is a systematical process of engineering to
develop software [2], game is not purely a product of
pure engineering. Game also is not just pure art, a
creation of creativity and imaginative thinking, but
game is more like a craft, created from the
combination of interleaving, multidiscipline aspect,
from art, music, programming, acting, and the
management and integration of those aspects [3][5].
Therefore, a game development requires specific
guidelines which govern its development process, the
game development lifecycle (GDLC).
The GDLC in question appears in many forms.
There are many practices on how a GDLC applied in
project, published by both independent (indie) game
studio and well-known companies. However, there is
no silver bullet, no single GDLC is perfect. There are
three questions arise:
1. What are the steps and the phases of a game
development process?
2. What are quality criterias that must be considered
during each phase?
3. What kind of GDLC which can be the best
practice in a proper game development and
deliver a good quality product?
The goal of this research is to propose a new GDLC
and the guidelines. The guidelines itself is used to
properly conduct the proposed GDLC and
successfully deliver a good quality game.
II. TERM AND D EFINIT ION
A. Video Games
Video games, or simply called games in this paper,
is a type of play activity, conducted in the context of a
pretended reality, in which the participant(s) try to
achieve a pre-determined goal and mediated in a form
of digital media [4].
To play a game, one must played it on a proper
platform. Gaming platform can be categorized into
three types: console, mobile, and cross-platform. Each
platform has different characteristics and SDK
distribution method. Console SDK has closed
distribution method, while most of the mobile SDK
can be downloaded freely, although with several
constraints. That's why mobile games development
has become increasingly more popular [1].
B. Software Development Life Cycle
Software development life cycle (SDLC), also
known as software process models, is a development
strategy that encompasses the process, methods, and
tools which is used to do the software development
[2][6]. The typical SDLC phases are shown in Fig. 1.
Fig. 1. Typical software development life cycle.
Analysis is related in gathering and measuring the
user requirements to create the software requirement
Game Development Life Cycle Guidelines
Rido Ramadan and Yani Widyani
Data and Software Engineering Research Group
School of Electrical Engineering and Informatics, Institut Teknologi Bandung
Email: rido.ramadan@gmail.com, yani@informatika.org
T
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13/$13.00 ©2013 IEEE
specifications. In design phase those requirements are
translated into more detailed models and software
modules representation. During code generation or
implementation , the models are translated into source
code and executable application. Finally testing is
conducted to ensure that all elements work properly
and meet the specification.
C. Game Prototype Usability Quality Criteria
In this research, the criteria used to assess the game
quality is based on Fullerton's game prototype
usability quality criteria[7]. Prototype is categorized
into four prototype stages in which each stage is
related to quality criteria shown in Table I.
Four prototype stages are: (1) Foundations , that is
the most basic prototype which represents the
gameplay basic concepts in the form of either low
fidelity prototype or incomplete game; (2) Structure,
that is a refined version of foundations which already
has the core gameplay logic, mechanics, and game
rules; (3) Formal details , the refinement of structure
that includes necessary rules and procedures to make
the game fully functional; and (4) Refinement , the
refined and almost finished game.
Each stages related to quality criterias. Functional
means the game's feature is playable and operating
well. Functional is tested via the accomplishment of
each playtest scenario. Internally complete indicates
all rules, branches, and conditions has been properly
addressed. It is tested via observation of inexistencies
of three types of errors during playtest. Balanced
indicates the game's difficulty is just fit, not too hard
and not too easy. Balanced is tested via discussion or
questionnaire about the game difficulty and game
progression. Fun means the game is engaging,
entertaining, challenging, and makes player keeps
coming and coming. Fun is very subjective, therefore
it is tested via questionnaire or direct feedback from
players. Accessible means the game is easy to
understand, easy to learn and intuitive enough.
Accessible can be tested by observing the player
capability to navigate and grasp the control of the
game and the time needed to learn the user interface.
III. RELATED W ORKS
Game development life cycle (GDLC) is a
guideline which encompasses the game development
process [8]. Several GDLC have been proposed by
different organization, but none of them properly
address how to ensure the qualities and successfully
deliver good quality games. There are four GDLCs
which become the consideration in developing a new
GDLC guidelines.
TABLE I
RELATIONSHIP BETWEEN PROTOTYPE STAGE AND QUALITY
CRITERIA
Prototype
Stage
Functional
Internally
Complete
Balanced
Fun
Accessible
Foundations 9
Structure 9 9
Formal
Details 9 9 9
Refinement 9 9
A. Blitz Games Studios GDLC
Blitz Games Studios [9] defines six steps of their
GDLC. Those steps are shown in Fig. 2.
Fig. 2. Blitz Games Studios GDLC consists of 7 phases.
A game development is started from pitch (1) to
create the initial design and game concept. After the
concept is made, it is refined through the pre-
production (2), in which the game design, concept
art, and the game design document is made. The
realization of the concept is done through the main
production (3) process. Through a lengthy process of
main production, the game build then is tested by
internal team members, called alpha (4) testing. When
the build has satisfied the needs of alpha testing, a
next phase testing called beta (5) testing is conducted
to the third party tester. The game is launched in
master (6) phase.
B. Arnold Hendrick's GDLC
Arnold Hendrick [8] defines five steps of
developing a game, shown in Fig. 3.
Fig. 3. Arnold Hendrick's GDLC consists of 5 phases.
Starting point of creating a game is to create the
initial design, concept arts, and several prototype in
prototype (1) phase. The next step, pre-production
(2), is to make the documentation in a form of game
design document. Production (3) is related to the
construction of assets, source code, and the integration
of those aspects. When the build is ready, beta(4)
testing is conducted to draw users' feedback. Live(5)
is when the game has already been pass the testing and
ready to play.
C. Doppler Interactive GDLC
Joshua McGrath [10] from Doppler Interactive
defines seven steps in game development process.
Those steps are shown in Fig. 4.
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Fig. 4. Doppler Interactive GDLC consists of 6 iterative phases.
This GDLC applies an iterative approach to develop
a game. Design (1) is related to the creation of game
initial design and the game design document. After the
design is ready, start develop a game engine for
current game in develop (2) phase, then test it out in
evaluate (3) phase. If the build is not satisfying,
redevelop (2) it. If it passes the evaluation, advance to
test (4) phase to test the game (not just the engine) to
the internal team and doing the bug fixing. After that,
the game is released to the third party in review
release (5). Repeat the whole process from (1) to (5)
until the game is ready to launch in release (6) phase.
D. Heather Chandler's GDLC
Heather Chandler [11] defines the four steps in game
development process. The corresponding steps is
called the production cycle and can be seen in Fig. 5.
Fig. 5. Heather Chandler GDLC consists of 4 phases in a cycle.
A game development consists of several production
cycle started from pre-production (1) which defines
game design and project planning. After the design
and plan has been fixed and approved, it is time move
into action to production (2) which is related to
creation of both technical and artistic aspects. Then,
test (3) the game and fix the bugs. When a build is
considered finished for a single cycle, post-
production (4) is conducted to deliver the current
documentation and post-mortem activities.
IV. ANALYSIS ON GDLC S
Each GDLC has different characteristics and
several pros and cons. Blitz Games Studios GDLC [9]
and Arnold Hendrick's GDLC [6] apply linear
approach in games development. However, the former
is more complete since it includes internal (alpha) and
external (beta) testing. The trade-off is Blitz Games
Studios GDLC [9] takes a longer phase than Arnold
Hendrick's GDLC [8].
Doppler Interactive GDLC [10] and Heather
Chandler's GDLC [11] are iterative process. However,
Doppler Interactive GDLC [10] emphasizes on
engineering aspect rather than Heather Chandler's
GDLC [11]. Both of them includes internal and
external testing, though in the latter, internal testing is
included as testing activity rather than explicitly
appear as a development phase.
From the four mentioned GDLCs, it can be inferred
that the game development process consists of three
key activities: (1) Design and prototype : the process
of creating initial game design, game concept, and put
it into a form of playable prototype, (2) Production :
the process of making the source code, creating the
assets, and integrating them as one, (3) Testing : the
process of playtesting, whether it is conducted by
internal team members or third party testers.
The relationship between each GDLC's phase and
the three key actvities above are shown in Table II.
From the comparison between GDLCs' activities and
SDLC's activities, the most prominent difference
between SDLC and GDLC is the assets management
during game design and production phase. Haddad &
Kanode [3] explain that game is created from the
synergy of multidiscipline aspects, one of them is the
creative aspect. What makes assets significant is the
fact that software emphasizes functionality, game
emphasizes both functionality and user engagement.
TABLE II
GAME DEVELOPMENT KEY ACT IVITIE S
Linear GDLC Iterative GDLC
Blitz Games
Studios
Arnold
Hendrick
Doopler
Interactive
Heather
Chandler
Generic
Phase
Pitching
Pre-
production
Prototype Design Pre-
production
Design &
Prototype
Pre-
production
Main
production
Production Develop/
Redevelop
Production Production
Evaluate
Alpha Beta Test Testing Testing
Beta Review
release
Master Live Release Post-
production
In order to properly handle the game quality, each
prototype stage should be addressed in the appropriate
development phases. Prototype stages span from the
beginning up to near the completion of game
development. The relationship between development
timeline and prototype stages are shown in Fig. 6.
Timeline
: Foundations :
Formal Details
: Structure :
Refinement
Fig. 6. Game development timeline and prototype stages
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Production Cycle
Fig. 7. The Proposed GDLC model. It consists of 6 development phases. Production cycle consists of Pre-production, Production, and
Testing.
V. THE P ROPOSED GDLC
The new GDLC is proposed to answer the three
research questions: what steps needed to develop a
game, what are the quality criteria that must me
considered during each step, and how to create a good
quality game. The main principles of the newly
proposed GDLC are as follows:
1. The proposed GDLC is developed from the
analysis above and derived from the key
activities in the relevant GDLC phases.
2. The proposed GDLC applies an iterative
approach to enable higher degree of flexibility
towards changes during game development.
3. The proposed GDLC is created to address the
quality criteria of each prototype stage in order
to maintain the quality of the final product.
The proposed GDLC consists of six development
phases is shown in the Fig. 7.
A. Initiation
The first step to do in creating a game is to create a
rough concept what kind of game that will be created.
The output of initation is the game concept and a
simple game description.
B. Pre-production
Pre-production is one of the first and foremost phase
in the production cycle. Pre-production involves the
creation and the revision of game design and the
creation of game prototype . Game design focuses on
defining game genre, gameplay, mechanics, storyline,
characters, challenges, fun factors, technical aspects,
and its elements documentation in game design
document (GDD).
After the GDD has been made, a form of prototype
is made to assess the game design and the whole idea.
In the first iteration of production cycle, the created
prototypes are foundations and structure, while in the
next iterations, the related prototypes to be refined are
formal details and refinement.
Foundation, the first prototype, is related to fun
quality criteria. Foundation is used to show the mock-
up of core gameplay and game capabilities. The fun
quality criteria in foundation is tested via
questionnaire or discussion.
Structure, the refinement over Foundation, and
related to fun and functional quality criteria. The
main characteristic of structure is showing both the
core gameplay of the game and its related core
mechanics such as arithmetic, logic, and game rules.
Questionnaire and discussion is used to test the fun
quality criteria. The functional quality criteria is
tested via playtesting, where the tester are given some
task and goals to achieve according to the testing
scenario.
Pre-production ends when the revision or changes of
game design has been approved and documented in
the GDD.
C. Production
Production is the core process which revolves
around the assets creation, source codes creation, and
the integration of both elements. The related
prototypes in this phases are formal details and
refinement.
Formal Details is a refined structure with more
complete mechanics and assets. The production
activities which are related to the creation and the
refinement of formal details are balancing the game
(related to balanced quality criteria), adding new
features, improving overall perfomance, and fixing the
bug (related to functional and internally complete
quality criteria). Game balancing means adjustments
related to game difficulty to make the game's
difficulty fit just right.
Refinement is a complete prototype which is the
subject of game polishing. The related quality criteria
are fun and accessible. The activities during the
refinement are directed to make the game more fun,
challenging, and easier to understand. Only minor
changes allowed in this phase.
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D. Testing
Testing in this context means internal testing
conducted to test the game usability and playability.
The testing method is specific to each prototype stage.
Formal Details Testing are conducted using
playtest to assess the features functionality and the
game difficulty (related to balanced). The method to
test functional quality criteria is via features
playtesting. To test the internally complete quality
criteria, it can be done via playtesting simultaneously
with functionality test. When a tester discover bugs,
loopholes, or dead-ends during playtesting, the causes
and scenarios to reproduce the error needed to be
documented and analyzed. To test the balanced
quality criteria, playtesting with several different
treatments is used to categorized whether a treatment
is too difficult, too easy, or just fine.
Refinement Testing are related to fun and
accessibility quality criteria. In refinement testing,
fun is tested via playtest and direct feedback from
fellow developers, whether it is boring, frustrating,
challenging, etc. Accessibility can be tested via
observing the tester behavior. If tester find it difficult
to play and understand the game, it means that the
game is not accessible enough.
The output of testing is bug report, change request,
and development decision. The result will decide
whether it is time to advance to the next phase (Beta )
or reiterate the production cycle.
E. Beta
Beta is phase to conduct third-party or external tester
called beta testing. Beta testing still using the same
testing methods as the previous testing method, since
the related prototypes in the beta testing are both
formal details and refinement. The tester selection
method comes in two types: closed beta and open
beta. Closed beta is only allow invited individuals to
be the participant, while open beta allow anyone who
register become the participant.
The quality criteria in beta are closely related to the
current prototype stage. In formal details testing, the
testers are demanded to discover the bugs (related to
functional and internally complete quality criteria).
In refinement testing, the testers are given more
freedom to enjoy the game, as the goals are more
directed to get the feedback (related to fun and
accessibility quality criteria).
The output of beta testing are bug reports and user
feedbacks. Beta session is closed mainly due to 2
reasons, either the beta term ended or the number of
specified beta tester has already given their test report.
From here, it may lead to production cycle again to
refine the product or continue to releasing the game if
the result is satisfactory.
F. Release
It is time when the game build has reach final stage
and ready to be released to public. Release involves
product launching, project documentation, knowledge
sharing, post-mortems, and planning for maintenance
and game expansion.
VI. GAME D EVELOPMENT G UIDELINES
The proposed GDLC mentioned before are just
steps taken to create a game. In order to successfully
create and deliver the game, the guidelines are made
to accompany the GDLC application. It consists of
introduction of game development, role management,
initiation, pre-production, production, testing, beta
testing, and release [12].
Role Management chapter provides explanation,
importance, and responsibilities of each roles.
Initiation chapter provides methods on how to
generate ideas and game concepts. To help the
ideation of game, the guidelines provides
brainstorming help section in a form of questions.
Pre-production chapter provides explanation of
each game design elements, such as game description,
characters, storyline, control, features and concept
arts, documentation in form of game design document
(GDD), making prototypes and the pre-production
phase deliverable checklist. The prototypes made are
evaluated using the methods specified in the
guidelines.
Production chapter focuses on programming and
assets creation. The guidelines provides different kind
of assets, method to achieve specified quality criteria,
and examples of changes in game archicture. All of
them are compiled in a form of deliverable checklist.
Testing chapter provides testing methods related to
each quality criteria on each prototype stage and
example of each testing method.
Beta chapter explains the importance of beta
testing, beta testing type, and provides the methods,
checklist, and questionnaire sample in playtesting.
Release chapter explains how to release game
package, post-production activities, and planning for
game package.
VII. EVALUATION
In order to verify the proposed GDLC and its
guidelines, both of them are used in a game
development project. The success parameter of this
research are the validity of proposed GDLC and the
application of this GDLC successfully deliver a good
quality game [13].
The proposed GDLC is applied in a project called
Feline Project, a project to create a mobile game.
Feline Project had lasted for 8 months with so many
changes occured, either change request for asset style,
main feature, or control method. The Feline Project
was done in four production cycle [13].
At first iteration, the initiation of Feline Project
produced the game concepts, then it was being refined
into game design in pre-production phase. The game
design was translated into Feline GDD and a
foundation prototype was made. The testing showed
the curiosity of each team member (related to fun), so
the prototype was refined into structure prototype. The
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structure prototype had several core features and
showed the game is both functional and fun, so the
development was continued. During the development
of formal details, first iteration showed there was two
lack of quality achievement, so the second and third
iteration game design was focused to add
functionalities and fix the quality lacking. Formal
details from third iteration passed the internal quality
testing related to balanced, functional, and internally
complete.
The build was beta tested to 60 testers, with 5
testers complained about the game progression felt
empty, the rest was good. According to the result,
game balanced was not achieved so the focus of the
next iteration was to fix it.
The fourth iteration changes several features related
to balanced. The prototype had reached refinement
phase, so development also took on making the game
more accessible. The second beta testing result to 25
testers had shown satisfying result, as all the quality
criteria had already been achieved. Through four
iteration, Feline Project succeeded in producing a
good quality game.
The application of the proposed GDLC in Feline
Project showed that it could succesfully create and
deliver a good quality mobile game [13]. As for the
GDLC validation, the proposed GDLC contains the
key activities defined in section IV, with the mapping
as follows: Pre-production equals to Game Design and
Prototype, Production equals to Production, and
Testing and Beta Testing equals to Testing [13].
VIII. CONCLUSION AND FUTURE WORKS
There are three key phases of game development.
They are design and prototype, production, and
testing. They combines both engineering process and
artistics creational process in term of developing a
game. The combination between engineering and arts
is the aspect that a simple software development life
cycle do not consider as a significant thing and
become a challenge in software development.
The proposed GDLC consist of six phases, they are
Initiation, Pre-production, Production, Testing,
Beta, and Release. The proposed GDLC takes on the
iterative approach to enable higher degree of
flexibility towards changes during the development
process. In order to deliver a good quality game, the
GDLC product is assessed through 5 usability quality
criteria, which are fun , functional , balanced,
internally complete, and accessible. Finally, the
application of the proposed GDLC by following our
GDLC guidelines has successfully delivered a good
quality game.
To further enchance the result of this research, it is
necessary to analyze the relationship between game
development life cycle and capability maturity models
(CMM) [14] so that the process can be measured in a
standard software engineering process measurements.
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... This method is used to develop games with a standard flow of game development in general, starting from the planning process to the release process to *Corresponding Author www.ijacsa.thesai.org make it easier to produce or develop a game [9][10][11][12]. The details methodology steps to develop this game presented in Section II, which has 6 stages, namely initiation for the initial idea stage, preproduction for the asset creation, production for the system development, testing for the internal tester, beta for the external tester, and release for the game publication [9][10][11][12]. ...
... make it easier to produce or develop a game [9][10][11][12]. The details methodology steps to develop this game presented in Section II, which has 6 stages, namely initiation for the initial idea stage, preproduction for the asset creation, production for the system development, testing for the internal tester, beta for the external tester, and release for the game publication [9][10][11][12]. Section III focuses on result and discussion for this research. ...
... The method used in this study is the Game Development Life Cycle method which has 6 stages, namely 1) initiation for the initial idea stage, 2) preproduction for the asset creation stage, 3) production for the manufacturing stage system, 4) testing for the trial phase, 4) beta for the external trial phase, and 5) release for the publication phase [10][11][12][13][14][15]. We can see the stages of game development as shown in Fig. 3. ...
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Ramadiani Ramadiani
- Erdinal Respatti
- Gubta Mahendra Putra
- Alyamani
Games are a unique, interesting, and fun entertainment medium. Games can contain education, introduction to certain flora and fauna, work and daily life, intelligence and dexterity. The game built in this study aims to introduce the flora and fauna found in the forests of East Borneo (Kalimantan), Indonesia as the object of a plat former game. Games are built using the Game Development Life Cycle method in order to make good and organized games. The GDLC method contain 6 stages, first is the initiation for the initial idea, second is to preproduction for the asset creation, third stage is production for the system creation, forth is the testing for the trial, fifth is the beta for the external trial, and the sixth stage is to release for publication. The results of the study resulted in the Borneo Wildlife game platform. This game introduces the unique flora and fauna in East Borneo, Indonesia, such as Black Orchids, Ironwood trees, Proboscis monkeys, Mahakam dolphins and Hornbills, as well as how to protect and preserve their nature. The game
... This model is suitable for gamification tools that require simple actions from user. There are six phases involved in GDLC starting with the initiation phase and proceeding with pre-production, production, testing, beta phase and release phase [16]. Figure 1 shows the GDLC model phases followed with the details of each phase involved in the model. ...
... Game Development Lifecycle Model[16] ...
... Game Development Life Cycle (GDLC) had been used as guidelines in developing the games. Many previous researchers had been used GDLC in their research as a guideline in developing digital games (Alaoui, El Achaak, & Belahbib, 2021;Ameron & Sani, 2020;Hutapea, Simatupang, & Kasih, 2021;Ramadan & Widyani, 2013). GDLC consists of four (4) phases which are (i) preproduction, (ii) production, (iii) post-production, and (iv) testing. ...
Learning how to write in Japanese is now a new trend in Malaysia, but Kanji is hard for non-native Japanese speakers to understand and memorize if not taught from young. Beginners who learn Kanji Japanese language faced difficulties in memorizing the kanji characters with correct stroke order. Thus, KANJI Write, an educational Augmented Reality (AR) adventure game was designed and developed to overcome the problem. The main purpose of the game is to help players memorizing the correct stroke order of Kanji characters through playing the game. Players will play as Nana, an Asian girl who has started learning Kanji and facing difficulties in memorizing Kanji stroke order. The art style of the game is following the direction of cuteness 3D low poly style. The most eye-catching point about this game is that the game level is activated by scanning the cards. After scanning those cards, players can start exploring and searching for the strokes needed to complete the level. A playtesting session was carried out and the result showed that KANJI Write successfully helped the players in memorizing the correct Kanji strokes order. The results also showed positive results in the game concept and the game visual. However, the game is still lacking in functionality and will be improved to increase the user experience rate.
... The concept of the overall project was based on research regarding students' gaming experience in an inclusive environment and was designed with two key issues in mind: (i) the final products to function as educational resources in the context of ILS training, both for students with SEND and their typically developing peers and (ii) the gaming experience to become the bridge between children regardless of their cognitive profile, and to promote collaborative learning through peermentoring. Participatory design and formative evaluation are essential methods in the testing stage (Ramadan & Widyani, 2013;Steinböck, Luckner, Kayali, Proyer, & Kremsner, 2019). Assessment methodologies in digital games are strongly related to the game development phase including userbased and expert-based evaluation: concept, preproduction phase, prototype, production, localization, alpha-phase, beta-phase, gold, and postproduction (Novak as cited in Bernhaupt, 2010). ...
Education is the cornerstone for a society without discrimination as it promotes full personality development and enhances respect for human rights and fundamental freedoms. As a result of the "Education for all" policy, more children with Special Educational Needs and/or Disabilities (SEND) are included in neighbourhood schools regardless of their cognitive, physical or emotional condition. Inclusive education (IE) focuses on learning motivation and styles, different students' learning pace, learning objectives, methods, personalized strategies, material, and content. The degree of independent living of both children with or without SEND is one of the main concerns of educators, parents, and therapists. Children with SEND often struggle to achieve independence because of their limitations in adaptive behaviour. Considering valid epistemological backgrounds, pedagogical frameworks and a range of intervention strategies focusing on those skills, the paper presents an innovate transmedia-based game development method for inclusive education, combining traditional games, art-based production, and game development methodologies with cutting-edge technologies involving 360˚ videos, virtual, and augmented reality.
... In the paper [1], the authors are depicting their approach toward a new game development life cycle which is different from a Software development lifecycle. It presents a new Game development Life Cycle with guidelines to successfully deliver a good quality game. ...
... We used a structured game development methodology to reduce the complexities of team member coordination and costs of PLS design. 15 We used the game development lifecycle (GDLC) framework, 16 which includes six components: (1) initiation, (2) preproduction, (3) production, (4) alpha test, (5) beta test, and (6) release version (Supplementary Data SA). We adopted the first five components of GDLC to guide our methodology in the design and evaluation of PLS. ...
Objective: Postpartum hemorrhage (PPH) is a leading cause of maternal mortality. Surgical interventions, such as uterine artery ligation and utero-ovarian arteries ligation (UAL and UOAL), are considered as effective methods to control PPH. Owing to PPH's severe outcomes, various educational tools have been developed to train surgical residents. A potential educational medium for this purpose could be serious digital games. In this pilot study, we assessed the usability and effectiveness of a serious game to promote the surgical skills of UAL/UOAL among obstetrics and gynecology (OB/GYN) residents. Methods: We designed and developed the Play and Learn for Surgeons (PLS) game to train OB/GYN residents. We assessed and compared the usability challenges of PLS before and after revising the game. To assess the effectiveness of PLS, residents were allocated randomly in control and intervention groups. Surgical skills of the residents were assessed pre- and post-test using the Objective Structured Assessment of Technical Skills checklist. Setting: This pilot study took place at the OB/GYN wards of Omolbanin Hospital (Mashhad University of Medical Sciences) and Imam Ali Hospital (Zahedan University of Medical Sciences) in Iran. Participants: Thirteen subject matter experts (nine OB/GYN experts and four senior clinical assistants) participated in the user interface design and usability assessment of PLS. Total of 46 OB/GYN residents participated in the educational effectiveness analysis of PLS. All participants were female with mean ages of 40.6, 29.9 and 28.0 years for OB/GYN experts, assistants, and residents, accordingly. Results: All participants completed the study. PLS significantly improved the skills of residents for UAL (P-value = 0.018) and UOAL (P-value <0.001) procedures. Conclusion: Serious games can be an effective and affordable approach in training OB/GYN residents for UAL and UOAL procedures. Approval number: (# IR.MUMS.fm.REC.1396.345) Trial registration number: (# IRCT2017092436366N1).
... Generally, there are 6 development steps in this method. Those are initiation, pre-production, production, testing, beta, and release [5]. In the design, the steps related are initiation and preproduction, which covers layout design, interface design, game-play system, game activity sequences, and story designs that will be inputted onto the game. ...
English became the first foreign language that came to Indonesia in 1967. The human needs of English can already be seen through lots of official scientific works in English and its intense competitions globally. However, still, many people finds it difficult to learn English, for example, the difficulty in understanding tenses, differences between writing, reading and pronouncing. By relying on the latest features on smartphone, which on the mean time, smartphone is one of many gadgets that is the most practical to use in anywhere and anytime, plus, with gaming contents as the best multimedia entertainer application, learning English will be more interactive and easier to use. In this research, Construct 2 is used as The Developer App and Game Development Life Cycle (GDLC) method of Rido Ramadan and Yani Widyani's version is used as The Development Method. The game system tested by using black box and by giving out Questionnaire for User Interface Satisfaction to 24 respondents, to test the system's usability. It resulted 80,83% for the whole of the system, meaning that the whole system is quiet interesting in the respondents's view. Then, the screen display gained 80,41%, this means that the screen display is very interesting and did not confuse the respondents. Technology and information game gained 75,41%, this means that the information contained in the game is quiet good, however, further development is needed. The introduction of the game's system gained 71,63%, means that some of the system's ability did not run effectively and needed further repairment and development. The last, usability and user interface gained 76,25%, this means that the game is quiet interactive to the respondents.
... With the advent of abridged versions of various Head Mounted Devices (HMD), multitude of personalized products are being built using VR, creating a significant impact in digital consumer market. The practices followed by VR developers originated from the Gaming Industry due to its widespread presence in Online Games [63]. Game Developers started contributing to Core VR product development with an idea of building serious enterprise VR products. ...
Despite its growth and profitability, many reports about game projects show that their production is not a simple task, but one beset by common problems and still distant from having a healthy and synergetic work process. The goal of this article is to survey the problems in the development process of electronic games, which are mainly collected from game postmortems, by exploring their similarities and differences to well-known problems in traditional information systems.
- Jong-Hyun Wi
This paper discusses a case study of the project management of online content, namely, an online game. For the analysis, the paper presents the patterns of management approach adopted by analyzing a successful case of the development of an online game called "FreeStyle," created by JC Entertainment (JCE). The analysis results reveal that two variables, namely, the CEO's indirect management of the development team and the strong intrinsic teamwork among the development team members, influenced the developers' performance. Finally, the paper illustrates four patterns based on the two aforementioned variables. The pattern of the development project moved from "direct management-low intrinsic teamwork" to "indirect management-high intrinsic teamwork." Due to the pattern change, JCE achieved a high development performance.
- Stephen R. Schach
From the Publisher:This text provides an introduction to the process of software engineering. The revision concentrates on updating the book to reflect the most current trends and innovations in the field. The Universal Modeling Language (UML) has become an industry standard and now permeates this new edition. In this text, it is used for object-oriented analysis and design as well as when diagrams depict objects and their interrelationships. Design patterns, frameworks and software architecture have also become a popular topic in the field of software engineering and are part of a new chapter on reuse, portability, and inoperability. The inoperabilty material includes sections on such hot topics as OLE, COM, and CORBA (you'll want to mention that this material is covered). Some material from the 3rd edition has been reorganized into a new chapter on planning and estimating, including feature points and COCOMO II. While the text has been updated, the traditonal features which have defined the previous three editions of Schach's book have been retained. These include a balanced coverage of the object-oriented model along with the classical model (as reflected in the title) and an emphasis on metrics. The special considerations of object-oriented life-cycle models, object-oriented analysis, and object-oriented design are also retained in this edition.
- Dirk L. Raemdonck
- Bradford A. Burns
IntroductionDrug Development Program—Strategic Considerations and Project Management AspectsThe Project Manager's Role in Drug DevelopmentThe Project Manager's Role in Managing Program RisksConclusion AcknowledgementsBibliographySuggested Reading
- Christopher M. Kanode
- Hisham M. Haddad
In software engineering (SE), video game development is unique yet similar to other software endeavors. It is unique in that it combines the work of teams covering multiple disciplines (art, music, acting, programming, etc.), and that engaging game play is sought after through the use of prototypes and iterations. With that, game development is faced with challenges that can be addressed using traditional SE practices. The industry needs to adopt sound SE practices for their distinct needs such as managing multimedia assets and finding the ldquofunrdquo in game play. The industry must take on the challenges by evolving SE methods to meet their needs. This work investigates these challenges and highlights engineering practices to mitigate these challenges.
Not Just Hype: The Rise of Indie Game Developers
- Skillz
Skillz, "Not Just Hype: The Rise of Indie Game Developers," (2013, March 15). [Online].
The Game Development Lifecycle -A theory for the extension of the Agile project methodology
- J Mcgrath
J. McGrath, "The Game Development Lifecycle -A theory for the extension of the Agile project methodology," (2011 April 3). [Online]. Available: http://blog.dopplerinteractive.com/2011/04/gamedevelopment-lifecycle-theory-for.html.
Fundamentals Of Game Design Using Html Pdf
Source: https://www.researchgate.net/publication/271548605_Game_development_life_cycle_guidelines
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