This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
Improving Digital Game Development with Software Product Lines
September/October 2011 (vol. 28 no. 5)
pp. 30-37
Andre W.B. Furtado, Federal University of Pernambuco
Andre L.M. Santos, Federal University of Pernambuco
Geber L. Ramalho, Federal University of Pernambuco
Eduardo Santana de Almeida, Federal University of Bahia
Introducing reuse and software product line (SPL) concepts into digital game-development processes isn't a straightforward task. This work presents a systematic process for bridging SPLs to game development, culminating with domain-specific languages and generators streamlined for game subdomains. The authors present a game SPL for arcade games as a case study to illustrate and evaluate their proposed guidelines. This article is part of a special issue on games.

1. P. Clements and L.M. Northrop, Software Product Lines: Practices and Patterns, Addison Wesley, 2001.
2. J. Blow, "Game Development: Harder Than You Think," ACM Queue, vol. 1, no. 10, 2004, pp. 28–37.
3. E.M. Reyno and G.A.C. Cubel, "Model-Driven Game Development: 2D Platform Game Prototyping," Proc. Game-On 2008, 9th Int'l Conf. Intelligent Games and Simulation, EUROSIS, 2008, pp. 5–7.
4. E. Folmer, "Component Based Game Development: A Solution to Escalating Costs and Expanding Deadlines?" Proc. 10th Int'l ACM SIGSOFT Symp. Component-Based Software Eng., Springer, 2007, pp. 66–73.
5. A. Lindley, "Game Taxonomies: A High Level Framework for Game Analysis and Design," GamaSutra.com, 3 Oct. 2003; http://bit.ly2oGHtN.
6. D. Roberts and R. Johnson, "Patterns for Evolving Frameworks," Pattern Languages of Program Design 3, Addison-Wesley, 1997, pp. 471–486.
7. R. Prieto-Diaz, "Domain Analysis: An Introduction," Proc. ACM SIGSOFT Software Eng. Notes, vol. 15, no. 2, 1990, pp. 47–54.
8. K. Kang et al., Feature-Oriented Domain Analysis (FODA) Feasibility Study, tech. report CMU/SEI-90TR-21, Software Eng. Inst., Carnegie Mellon Univ., 1990.
9. F. Zwicky, "Morphological Astronomy," The Observatory, vol. 68, no. 845, 1948, pp. 121–143.
10. D. Lucrédio et al., "Performing Domain Analysis for Model-Driven Software Reuse," Proc. 10th Int'l Conf. Software Reuse, Springer-Verlag, 2008, pp. 200–211.
11. S. Cook et al., Domain-Specific Development with Visual Studio DSL Tools, Addison-Wesley Professional, 2007.
12. M. Völter and I. Groher, "Product Line Implementation Using Aspect-Oriented and Model-Driven Software Development," Proc. Software Product Line Conf., IEEE CS Press, 2007, pp. 233–242.
13. S. Kelly, "Domain-Specific Modeling: MDD that Works," blog, 17 Mar. 2010; http://bit.lyg1KyWp.
1. J. Dobbe, "A Domain-Specific Language for Computer Games," MSc dissertation, Dept. of Software Technology, Delft Univ. of Technology, 2007.
2. E. Folmer, "Component Based Game Development: A Solution to Escalating Costs and Expanding Deadlines?" Proc. 10th Int'l ACM SIGSOFT Symp. Component-Based Software Eng., Springer, 2007, pp. 66–73.
3. E.M. Reyno and G.A.C. Cubel, "Model-Driven Game Development: 2D Platform Game Prototyping," Proc. Game-On 2008, 9th Int'l Conf. Intelligent Games and Simulation, EUROSIS, 2008, pp. 5–7.
4. F.E. Hernandez and R.R. Ortega, "Eberos GML2D: A Graphical Domain-Specific Language for Modeling 2D Video Games," Proc. 10th SPLASH Workshop on Domain-Specific Modeling, Aalto-Print, 2010; www.dsmforum.org/events/DSM10papers.html .
5. S. Maier and D. Volk, "Facilitating Language-Oriented Game Development by the Help of Language Workbenches," Proc. 2008 Conf. Future Play: Research, Play, Share, ACM Press, 2008, pp. 224–227.
6. L.M. Nascimento, "Core Assets Development in Software Product Lines: Towards a Practical Approach for the Mobile Game Domain," MSc dissertation, Center of Informatics, Federal Univ. of Pernambuco, 2008.

Index Terms:
digital games development, domain-specific languages, software product lines, software, software engineering
Citation:
Andre W.B. Furtado, Andre L.M. Santos, Geber L. Ramalho, Eduardo Santana de Almeida, "Improving Digital Game Development with Software Product Lines," IEEE Software, vol. 28, no. 5, pp. 30-37, Sept.-Oct. 2011, doi:10.1109/MS.2011.101
Usage of this product signifies your acceptance of the Terms of Use.