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Visual generative behavior patterns to facilitate game development

Published: 12 May 2009 Publication History

Abstract

The worldwide videogame and interactive entertainment industry revenue is expected to reach over $50 billion in 2009 [2]. The majority of the effort in game development revolves around content creation and many resources are spent on it. Game companies construct or buy a set of content creation tools to aid the designers in their work. However, these tools only focus on the artwork, interfaces, game levels, and so on but none of them really focus on the content which is related to the gameplay or the game story, that is, the dynamic aspect of the game. Creating this story-related content, namely the scripts for the behavioral aspect in computer games, and translating this into appropriate program code is a very difficult task. For complex scripting, the developer has to resort to manually write code using scripting languages (i.e. Lua or Python). Furthermore, these languages are not tailored for games which also do not make them easier. Over the years, game developers have come up with many predefined (parts of) solutions to improve the development process [1][3]. In addition, in practice, people are also trying to avoid writing long scripts by using existing scripts and customizing them to fit their needs.

References

[1]
Bjork, S. and Holopainen, J. 2004 Patterns in Game Design. Game Development Series, Charles River Media, 1st ed.
[2]
DFC Intelligence 2008 World Wide Market Forecasts for Video Game and Interactive Entertainment Industry Report Series, from http://www.dfcint.com
[3]
Folmer, E. 2006 Usability Patterns in Games, in Proc. of Future Play 2006 Conference, Ontario, Canada.
[4]
Gamma, E., Helm, R., Johnson, R., Vlissides, J. 1995 Design Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley Professional.
[5]
MacDonald, S., Szafron, D., Schaeffer, J., Anvik, J., Bromling, S., Tan, K. 2002 Generative Design Patterns, in Proc. 17th IEEE International Conference on Automated software engineering, Edinburgh, Scotland, 23--34.
[6]
Pellens, B., De Troyer, O., Kleinermann, F., Bille, W. 2007 Conceptual modeling of behavior in a virtual environment, in Special Issue of International Journal of Product and Development, Inderscience Enterprises, 4(6):626--645.

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Future Play '09: Proceedings of the 2009 Conference on Future Play on @ GDC Canada
May 2009
58 pages
ISBN:9781605586854
DOI:10.1145/1639601
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Algoma University College

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Association for Computing Machinery

New York, NY, United States

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Published: 12 May 2009

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FuturePlay '09
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FuturePlay '09: FuturePlay '09 @ GDC Canada
May 12 - 13, 2009
British Columbia, Vancouver, Canada

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