Applying classic game production principles to game productions with short development times
dc.contributor.author | Bruch, Tobias | |
dc.contributor.author | Smet, Sophie De | |
dc.contributor.author | Zwack, Justin | |
dc.contributor.author | Marbach, Alexander | |
dc.contributor.editor | Eibl, Maximilian | |
dc.contributor.editor | Gaedke, Martin | |
dc.date.accessioned | 2017-08-28T23:47:13Z | |
dc.date.available | 2017-08-28T23:47:13Z | |
dc.date.issued | 2017 | |
dc.description.abstract | During the winter semester 2016 62 students of Media Informatics and Interactive Entertainment at the University of Applied Sciences Mittweida collaborated on developing a 3D Puzzle Platformer. Within a very limited timeframe of four months and with many people to manage the team could produce a title that successfully went through the Greenlight process of Steam. This paper discusses how classic game production principles can be successfully scaled down to fit a game production with relatively short production times by analysing the production of Koa Bunga. | en |
dc.identifier.doi | 10.18420/in2017_168 | |
dc.identifier.isbn | 978-3-88579-669-5 | |
dc.identifier.pissn | 1617-5468 | |
dc.language.iso | en | |
dc.publisher | Gesellschaft für Informatik, Bonn | |
dc.relation.ispartof | INFORMATIK 2017 | |
dc.relation.ispartofseries | Lecture Notes in Informatics (LNI) - Proceedings, Volume P-275 | |
dc.subject | game development | |
dc.subject | short production times | |
dc.subject | project management | |
dc.title | Applying classic game production principles to game productions with short development times | en |
gi.citation.endPage | 1683 | |
gi.citation.startPage | 1677 | |
gi.conference.date | 25.-29. September 2017 | |
gi.conference.location | Chemnitz | |
gi.conference.sessiontitle | CAAI4Games – Creating Advanced AI For Games |
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