2011
DOI: 10.1109/ms.2011.101
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Improving Digital Game Development with Software Product Lines

Abstract: A systematic process for exploiting software product lines for game development offers both domain-specific languages and generators streamlined for game subdomains.

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Cited by 21 publications
(31 citation statements)
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“…Work by Furtado, Santos and Ramalho describes guidelines on how to benefit from the SPL technology in the video game domain [8]. Our work complements their work by focusing on variability in the various video game platforms.…”
Section: Related Workmentioning
confidence: 90%
“…Work by Furtado, Santos and Ramalho describes guidelines on how to benefit from the SPL technology in the video game domain [8]. Our work complements their work by focusing on variability in the various video game platforms.…”
Section: Related Workmentioning
confidence: 90%
“…Even fewer mentioned the overall process. While [11] emphasized iterative processes and [12] talked about relationships among tasks of computer game development and domain specific modeling, none of them illustrated in detail and came up with an adapted workflow with combined tasks and iteration support.…”
Section: Adapted Process To Save Costs and Support Evolutionmentioning
confidence: 99%
“…As what we have found, the usage of language workbench tools in this domain has become visible from around 2008. Workbenches that have been used in this domain include: DiaMeta [14], Microsoft DSL Tools [15,16], and the Eclipse modeling tools [12,17,18]. Besides these, Epsilon, MetaEdit and IntelliJ also provide similar tools.…”
Section: Language Workbench Tools To Ease Dsm Tasks and Accelerate Itmentioning
confidence: 99%
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