Game development software engineering
process life cycle: a systematic review
Authors :
Alizar Khan
,Abstract
Software games serve entertainment and other fields like education and healthcare. Game
development integrates various disciplines, making it distinct from traditional software
development. Applying software engineering techniques enhances maintainability, flexibility, and
cost-efficiency. This study evaluates research trends in game development using a systematic
literature review (SLR). Most research focuses on the production phase, with less attention to post-
production. Findings suggest further research is needed, especially in post-production, to improve
game quality.
1. Introduction
With advancements in computer technology, software games have become increasingly popular.
Defined by Salen and Zimmerman as applications involving player decisions, games run on
consoles, PCs, handhelds, and PDAs. The game development industry, projected to reach $113.3
billion by 2018, requires collaboration between diverse professionals. While creative, game
development benefits from adopting software engineering principles for better quality and
efficiency.
The Game Development Software Engineering (GDSE) life cycle consists of pre-production,
production, and post-production stages. Compressed development timelines often compromise
game quality, emphasizing the need for research to address these challenges.
1.1 Related Work
Managing the GDSE life cycle is challenging, with limited comprehensive research. SLRs help
analyze and identify gaps in the literature. Boyle et al. (2012) and Connolly et al. (2012) explored
player engagement and learning outcomes in games. Ampatzoglou and Stamelos (2010) conducted
the only SLR on software engineering in game development, indicating a need for further research
into the GDSE process. This study aims to fill the gap by reviewing current research and
identifying future directions.
2. Background
Software games are not just for entertainment but also for serious applications like education and
business. Agile methods such as Scrum and XP are widely used in game development, offering
flexibility through iterative cycles. Traditional models, like the waterfall and unified processes, are
also employed but often require adaptation for the complexity of game projects.
Several studios have proposed GDSE life cycle models, ranging from five to six phases. However,
these models lack comprehensive coverage of the entire GDSE process. This study aims to explore
the practices used across all life cycle phases, addressing challenges unique to game development.
3. Methods
, The study uses the SLR methodology based on Kitchenham’s (2004) guidelines. The SLR
approach allows for the systematic collection and analysis of empirical data to answer research
questions. The study adapted the SLR framework to assess the intensity of research in each phase
of the GDSE life cycle. This process involves three key phases: planning, execution, and reporting.
process life cycle: a systematic review
Authors :
Alizar Khan
,Abstract
Software games serve entertainment and other fields like education and healthcare. Game
development integrates various disciplines, making it distinct from traditional software
development. Applying software engineering techniques enhances maintainability, flexibility, and
cost-efficiency. This study evaluates research trends in game development using a systematic
literature review (SLR). Most research focuses on the production phase, with less attention to post-
production. Findings suggest further research is needed, especially in post-production, to improve
game quality.
1. Introduction
With advancements in computer technology, software games have become increasingly popular.
Defined by Salen and Zimmerman as applications involving player decisions, games run on
consoles, PCs, handhelds, and PDAs. The game development industry, projected to reach $113.3
billion by 2018, requires collaboration between diverse professionals. While creative, game
development benefits from adopting software engineering principles for better quality and
efficiency.
The Game Development Software Engineering (GDSE) life cycle consists of pre-production,
production, and post-production stages. Compressed development timelines often compromise
game quality, emphasizing the need for research to address these challenges.
1.1 Related Work
Managing the GDSE life cycle is challenging, with limited comprehensive research. SLRs help
analyze and identify gaps in the literature. Boyle et al. (2012) and Connolly et al. (2012) explored
player engagement and learning outcomes in games. Ampatzoglou and Stamelos (2010) conducted
the only SLR on software engineering in game development, indicating a need for further research
into the GDSE process. This study aims to fill the gap by reviewing current research and
identifying future directions.
2. Background
Software games are not just for entertainment but also for serious applications like education and
business. Agile methods such as Scrum and XP are widely used in game development, offering
flexibility through iterative cycles. Traditional models, like the waterfall and unified processes, are
also employed but often require adaptation for the complexity of game projects.
Several studios have proposed GDSE life cycle models, ranging from five to six phases. However,
these models lack comprehensive coverage of the entire GDSE process. This study aims to explore
the practices used across all life cycle phases, addressing challenges unique to game development.
3. Methods
, The study uses the SLR methodology based on Kitchenham’s (2004) guidelines. The SLR
approach allows for the systematic collection and analysis of empirical data to answer research
questions. The study adapted the SLR framework to assess the intensity of research in each phase
of the GDSE life cycle. This process involves three key phases: planning, execution, and reporting.