Abstract
Over the last decade, people involved in game development have noted the need for more formal models and tools to support the design phase of games. In this paper we present an initial investigation into whether workflow patterns – which have already proven to be effective for modeling business processes – are a suitable way to model task succession in games. Our preliminary results suggest that workflow patterns show promise in this regard, but some limitations, especially with regard to time constraints, currently restrict their potential.
Original language | English |
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Title of host publication | International Conference on Entertainment Computing |
Editors | Y. Pisan, N.M. Sgouros, T. Marsh |
Place of Publication | Berlin |
Publisher | Springer |
Pages | 36-41 |
Number of pages | 6 |
ISBN (Electronic) | 978-3-662-45212-7 |
ISBN (Print) | 978-3-662-45211-0 |
DOIs | |
Publication status | Published - 1 Jan 2014 |
Externally published | Yes |
Event | 13th International Conference on Entertainment Computing, ICEC 2014, October 1-3, 2014, Sydney, Australia - Sydney, Australia Duration: 1 Oct 2014 → 3 Oct 2014 http://www.springer.com/us/book/9783662452110 |
Publication series
Name | Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) |
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Publisher | Springer |
Volume | 8770 |
ISSN (Print) | 0302-9743 |
Conference
Conference | 13th International Conference on Entertainment Computing, ICEC 2014, October 1-3, 2014, Sydney, Australia |
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Abbreviated title | ICEC 2014 |
Country/Territory | Australia |
City | Sydney |
Period | 1/10/14 → 3/10/14 |
Internet address |
Keywords
- Design Tools
- Game Design
- Workflow Patterns