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SuBViS: the use of subjunctive visual programming environments for exploring alternatives in game development

Published: 26 August 2019 Publication History

Abstract

Game development is a naturally iterative process where many ideas are tested and prototyped before final decisions are made. Given the increased usage of visual scripting systems in game development recently, it is apparent that these tools must be able to support every aspect of this process. One aspect that is not well captured is the exploration of alternatives. SuBViS was developed as a solution to this problem. It is a visual scripting system for exploring parallel ideas in game development through the use of alternatives at graph and node levels. These two levels of exploring alternatives can be combined or used separately. This paper presents a use case example, which demonstrates how SuBViS can improve workflow and communication between team members. It also discusses a small-scale user study and the results obtained therein. SuBViS was developed on top of Unreal Engine's existing Blueprint Visual Scripting system.

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Cited By

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  • (2024)The consolidation of game software engineering: A systematic literature review of software engineering for industry-scale computer gamesInformation and Software Technology10.1016/j.infsof.2023.107330165(107330)Online publication date: Jan-2024
  • (2022)NCAlt: Alternatives and Difference Visualizations for Behavior Trees in Game Development LearningProceedings of the ACM on Human-Computer Interaction10.1145/35495086:CHI PLAY(1-31)Online publication date: 31-Oct-2022
  • (2021)Modular Reinforcement Learning Framework for Learners and EducatorsProceedings of the 16th International Conference on the Foundations of Digital Games10.1145/3472538.3472583(1-5)Online publication date: 3-Aug-2021

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    cover image ACM Other conferences
    FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital Games
    August 2019
    822 pages
    ISBN:9781450372176
    DOI:10.1145/3337722
    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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    Publication History

    Published: 26 August 2019

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    Author Tags

    1. alternatives
    2. game engines
    3. multi-state document model
    4. subjunctive interfaces
    5. visual programming

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    FDG '19 Paper Acceptance Rate 46 of 124 submissions, 37%;
    Overall Acceptance Rate 152 of 415 submissions, 37%

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    View all
    • (2024)The consolidation of game software engineering: A systematic literature review of software engineering for industry-scale computer gamesInformation and Software Technology10.1016/j.infsof.2023.107330165(107330)Online publication date: Jan-2024
    • (2022)NCAlt: Alternatives and Difference Visualizations for Behavior Trees in Game Development LearningProceedings of the ACM on Human-Computer Interaction10.1145/35495086:CHI PLAY(1-31)Online publication date: 31-Oct-2022
    • (2021)Modular Reinforcement Learning Framework for Learners and EducatorsProceedings of the 16th International Conference on the Foundations of Digital Games10.1145/3472538.3472583(1-5)Online publication date: 3-Aug-2021

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