Program and Accepted Papers

Program

All talks are 15 minutes long, with remaining time at the end of each section for Q&A and discussion.

8:30 - 9:15 
Opening remarks and Keynote

Keynote
"Why AAA game development hates software engineering: or how to make producers happy" by Dean Grandquist, Technical Director, Visceral Games.

Abstract
Visceral Games is collaborative development group between four studios in different time zones; Redwood Shores, Montreal, Melbourne, and Shanghai. Visceral has been making story/event based products since 2001.

  • James Bond 007: Agent under Fire
  • James Bond 007: Everything or Nothing
  • The Lord of the Rings: The Return of the King
  • James Bond 007: Rom Russia with Love
  • The Godfather
  • The Simpsons Game
  • Dead Space
  • The Godfather II
  • Dead Space 2

Over the last decade Visceral has been working to improve the quality of our software engineering practices. This talk will give a history of that effort, with an overview of the failure and success cases. What was tried, where we failed, and what worked. Concluding will be future work, the unanswered questions, and time for Q&A.

Bio
Dean Grandquist is a Game Software Guy. He decided to make games for a living when he was 13. The Apple II had just launched and he started programming. His respectable title is Technical Director for Visceral Studio, Redwood Shores at Electronic Arts. His role is to drive long term technology plans against measurable short term results.

His projects at the moment:

Development director of Visceral Tools.

Telemetry driven understanding about how Visceral games are enjoyed and played. Working to add an objective view of our players to the game design processes.

Drive the creation of the tools for the content team that measurably affect production.

Past projects include Dead Space 2, Dante's Inferno, Godfather, Return of the King, Tiger Woods PGA Tour, Herc's Adventures, and Star Trek the Next Generation. With Spectrum HoloByte, Microprose, LucasArts, and Electronic Arts.


9:15 - 10:00 - Observations on Games and Software Engineering
Whats and Whys of Games and Software Engineering
Chris Lewis, Jim Whitehead

Modding as a Basis for Developing Game Systems
Walt Scacchi

10:00 - 10:30 BREAK

10:30 - 12:00 - Games and Software Engineering Education
Software Engineering Senior Design Course: Experiences with Agile Game Development in a Capstone Project
Tucker Smith, Kendra Cooper, C. Shaun Longstreet

The Benefits and Challenges of Using Educational Game Projects in an Undergraduate Software Engineering Course
Stephanie Ludi

Verified Gaming
Joseph R. Kiniry, Daniel M. Zimmerman

Exploring Game Architecture Best-Practices with Classic Space Invaders
Ed Keenan, Adam Steele

12:00 - 1:30 LUNCH

1:30 - 3:00 - Techniques for Software Engineering of Games
Toward High-Level Reuse of Statechart-based AI in Computer Games
Christopher Dragert, Jorg Kienzle, Clark Verbrugge

HALO (Highly Addictive, sociaLly Optimized) Software Engineering
Swapneel Sheth, Jonathan Bell, Gail Kaiser

The Architectural Challenges of Adding Accessibility Features to ALICE as a Case Study of Maintenance in Educational Software
Stephanie Ludi, George Adams, Bradley Blankenship, Michel Dapiran

Towards Democratizing Computer Science Education through Social Game Design
Navid Ahmadi, Mehdi Jazayeri, Alexander Repenning

3:00 - 3:30 BREAK

3:30 - 5:00 - Games and the Physical World
GameChanger: A Middleware for Social Exergames
Jamie Payton, Evie Powell, Andrea Nickel, Katelyn Doran, Tiffany Barnes

Interoperability Standards for Pervasive Games
Chris Branton, Doris Carver, Brygg Ullmer

Serious Game Development As An Iterative User-Centered Agile Software Project
Hazeline Asuncion, David Socha, Kelvin Sung, Scott Berfield, Wanda Gregory

Software Engineering Challenges of Multi-player Outdoor Smartphone Games
Robert J. Hall


There will be a workshop dinner, held at Dave and Busters, Honolulu, where we can all get food, drinks and play some games! You can register for the dinner during registration for GAS 2011. The dinner costs $50. More details to follow.
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Exploring Game Architecture Best-Practices with Classic Space Invaders Ed Keenan, Adam Steele DePaul University, USA 
GameChanger: A Middleware for Social Exergames Jamie Payton, Evie Powell, Andrea Nickel, Katelyn Doran, Tiffany Barnes University of North Carolina at Charlotte, USA 
HALO (Highly Addictive, sociaLly Optimized) Software Engineering Swapneel Sheth, Jonathan Bell, Gail Kaiser Columbia University, USA 
Interoperability Standards for Pervasive Games Chris Branton, Doris Carver, Brygg Ullmer Louisiana State University, USA 
Modding as a Basis for Developing Game Systems Walt Scacchi University of California, Irvine, USA 
Serious Game Development As An Iterative User-Centered Agile Software Project Hazeline Asuncion, David Socha, Kelvin Sung, Scott Berfield, Wanda Gregory University of Washington, Bothell, USA 
Software Engineering Challenges of Multi-player Outdoor Smartphone Games Robert J. Hall AT&T Labs Research, USA 
Software Engineering Senior Design Course: Experiences with Agile Game Development in a Capstone Project Tucker Smith, Kendra Cooper, C. Shaun Longstreet University of Texas at Dallas, USA 
The Architectural Challenges of Adding Accessibility Features to ALICE as a Case Study of Maintenance in Educational Software Stephanie Ludi, George Adams, Bradley Blankenship, Michel Dapiran Rochester Institute of Technology, USA 
The Benefits and Challenges of Using Educational Game Projects in an Undergraduate Software Engineering Course Stephanie Ludi Rochester Institute of Technology, USA 
The Whats and the Whys of Games and Software Engineering Chris Lewis, Jim Whitehead University of California, Santa Cruz, USA 
Toward High-Level Reuse of Statechart-based AI in Computer Games Christopher Dragert, Jorg Kienzle, Clark Verbrugge McGill University, Canada 
Towards Democratizing Computer Science Education through Social Game Design Navid Ahmadi (1), Mehdi Jazayeri (1), Alexander Repenning (2) 1: University of Lugano, Switzerland, 2: University of Colorado, USA 
Verified Gaming Joseph R. Kiniry (1), Daniel M. Zimmerman (2) 1: IT University of Copenhagen, Denmark, 2: University of Washington, Tacoma, USA 
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