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
"Why AAA game development hates software engineering: or how to make producers happy" by Dean Grandquist, Technical Director, Visceral Games.
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.
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.
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 -
10:00 - 10:30 BREAK
10:30 - 12:00 - Games and Software Engineering Education
Program and Accepted Papers
|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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