Growing a Dedicated Tools Programming Team: from Baldur’S Gate to Star Wars: Knights of the Old Republic
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Blast Off Broken Sword
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Broken Sword blast off Revolution’s fight Create a jetpack in for survival Unreal Engine 4 Issue 15 £3 wfmag.cc TEARAWAYS joyful nostalgia and comic adventure in knights and bikes UPGRADE TO LEGENDARY AG273QCX 2560x1440 A Call For Unionisation hat’s the first thing that comes to mind we’re going to get industry-wide change is collectively, when you think of the games industry by working together to make all companies improve. and its working conditions? So what does collective action look like? It’s workers W Is it something that benefits workers, getting together within their companies to figure out or is it something that benefits the companies? what they want their workplace to be like. It’s workers When I first started working in the games industry, AUSTIN within a region deciding what their slice of the games the way I was treated wasn’t often something I thought KELMORE industry should be like. And it’s game workers uniting about. I was making games and living the dream! Austin Kelmore is across the world to push for the games industry to But after twelve years in the industry and a lot of a programmer and become what we know it can be: an industry that horrible experiences, it’s now hard for me to stop the Chair of Game welcomes everyone, treats its workers well, and thinking about our industry’s working conditions. Workers Unite UK, allows us to make the games we all love. That’s what a a branch of the It’s not a surprise anymore when news comes out Independent Workers unionised games industry would look like. -
Xp Project Management
University of Montana ScholarWorks at University of Montana Graduate Student Theses, Dissertations, & Professional Papers Graduate School 2007 XP PROJECT MANAGEMENT Craig William Macholz The University of Montana Follow this and additional works at: https://scholarworks.umt.edu/etd Let us know how access to this document benefits ou.y Recommended Citation Macholz, Craig William, "XP PROJECT MANAGEMENT" (2007). Graduate Student Theses, Dissertations, & Professional Papers. 1201. https://scholarworks.umt.edu/etd/1201 This Thesis is brought to you for free and open access by the Graduate School at ScholarWorks at University of Montana. It has been accepted for inclusion in Graduate Student Theses, Dissertations, & Professional Papers by an authorized administrator of ScholarWorks at University of Montana. For more information, please contact [email protected]. XP PROJECT MANAGEMENT By Craig William Macholz BS in Business Administration, The University of Montana, Missoula, MT, 1997 Thesis presented in partial fulfillment of the requirements for the degree of Master of Science in Computer Science The University of Montana Missoula, MT Autumn 2007 Approved by: Dr. David A. Strobel, Dean Graduate School Dr. Joel Henry Computer Science Dr. Yolanda Reimer Computer Science Dr. Shawn Clouse Business Administration i Macholz, Craig, M.S., December 2007 Computer Science Extreme Programming Project Management Chairperson: Dr. Joel Henry Extreme programming project management examines software development theory, the extreme programming process, and the essentials of standard project management as applied to software projects. The goal of this thesis is to integrate standard software project management practices, where possible, into the extreme programming process. Thus creating a management framework for extreme programming project management that gives the extreme programming managers the management activities and tools to utilize the extreme programming process within a wider range of commercial computing organizations, relationships, and development projects. -
The Burden of Queer Love
Press Start Burden of Queer Love The Burden of Queer Love Brianna Dym University of Colorado Boulder Abstract Video games are a unique narrative and interactive experience that allow players to construct their own fantasies through play. The fantastical possibilities a video game could explore are nearly limitless. However, a game’s design often precludes certain imaginative routes, shutting down one fantasy in favour of another. Games close out possibilities through actions as small as character design (gender, race, ability) and restrict imaginative interpretations to serve a narrow audience. Game developers design play that prioritizes hypermasculine narrative experiences, and players that do not align with this identity must condition themselves to play that excludes fantasies or alternate worlds that align with their experiences. This essay explores attempts by game development studio BioWare to create video games that are inclusive of gay, lesbian, and bisexual players by writing queer romantic narrative subplots into their games. While BioWare’s attempts are certainly not malicious, they fail time and time again, game after game, to break free of the hypermasculine and heterocentric culture dominant in the gaming industry. Instead, BioWare appropriates queer experiences and construes them as a burden to the player so as not to displace the fantasies of male, heterosexual gamers. Keywords LGBTQ identity; marginality; BioWare; queer game studies Press Start 2019 | Volume 5 | Issue 1 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. -
Information Technology and Software Development
Course Title: Information Technology and Software Development NATIONAL OPEN UNIVERSITY OF NIGERIA SCHOOL OF SCIENCE AND TECHNOLOGY COURSE CODE: CIT 703 COURSE TITLE: Information Technology and Software Development National Open University of Nigeria, Victoria Island, Lagos Page 1 Course Title: Information Technology and Software Development Course Code Course Title Information Technology and Software Development Course Developer/Writer Eze, Festus Chux Department of Computer Science Ebonyi State University Abakaliki Course Editor Programme Leader Course Coordinator National Open University of Nigeria, Victoria Island, Lagos Page 2 Course Title: Information Technology and Software Development Introduction Information Technology and Software Development is a three credit load course for all the students offering Post Graduate Diploma (PGD) in Computer Science, Information Technology and other allied courses. Software Development is a major branch in computing and information Technology. A software development professional oversees the processes of software development, the management of software development project, the maintenance of the installed software in an organisation. For sometime the field has been dominated with what is the definitive process of software development. Furthermore there has been the running battle between professionals and managers on who should control a software development project. There is an attempt to classify it as any other project that an organisation handles hence anybody could manage it. Whereas others see it as a highly professional issue that requires high precision in design, management and implementation. However, software development is all involving. It involves the user (client) whose interest is paramount. The developing organisation and her professionals ( team)are of great importance. Therefore a successful exercise can only take place when all these variegated interests are harmonised. -
Empirical Studies of Agile Software Development: a Systematic Review
Available online at www.sciencedirect.com Information and Software Technology 50 (2008) 833–859 www.elsevier.com/locate/infsof Empirical studies of agile software development: A systematic review Tore Dyba˚ *, Torgeir Dingsøyr SINTEF ICT, S.P. Andersensv. 15B, NO-7465 Trondheim, Norway Received 22 October 2007; received in revised form 22 January 2008; accepted 24 January 2008 Available online 2 February 2008 Abstract Agile software development represents a major departure from traditional, plan-based approaches to software engineering. A system- atic review of empirical studies of agile software development up to and including 2005 was conducted. The search strategy identified 1996 studies, of which 36 were identified as empirical studies. The studies were grouped into four themes: introduction and adoption, human and social factors, perceptions on agile methods, and comparative studies. The review investigates what is currently known about the benefits and limitations of, and the strength of evidence for, agile methods. Implications for research and practice are presented. The main implication for research is a need for more and better empirical studies of agile software development within a common research agenda. For the industrial readership, the review provides a map of findings, according to topic, that can be compared for relevance to their own settings and situations. Ó 2008 Elsevier B.V. All rights reserved. Keywords: Empirical software engineering; Evidence-based software engineering; Systematic review; Research synthesis; Agile software development; XP; Extreme programming; Scrum Contents 1. Introduction . 834 2. Background – agile software development . 834 2.1. The field of agile software development. 834 2.2. Summary of previous reviews . -
Evaluating Effectiveness of Pair Programming As a Teaching Tool in Programming Courses
Information Systems Education Journal (ISEDJ) 12 (6) ISSN: 1545-679X November 2014 Evaluating Effectiveness of Pair Programming as a Teaching Tool in Programming Courses Silvana Faja [email protected] School of Accountancy and Computer Information Systems, University of Central Missouri, Warrensburg, Missouri, 64093, USA Abstract This study investigates the effectiveness of pair programming on student learning and satisfaction in introductory programming courses. Pair programming, used in the industry as a practice of an agile development method, can be adopted in classroom settings to encourage peer learning, increase students’ social skills, and enhance student achievement. This study explored students’ perceptions on effectiveness of pair programming and the influence of student’s level of experience with this activity and perceived partner involvement on effectiveness outcomes. Findings suggest that the more students are involved in this activity, the more they enjoy it and the more they learn by collaborating with their partners. When comparing different effectiveness measures, their perceived learning, quality of work, and enjoyment during pair programming was found to be at a higher level than increased productivity outcome. Keywords: Pair Programming, Teamwork, Collaborative Learning, Programming Course. 1. INTRODUCTION information systems courses. It discusses what was learned about the impact of this type of Software development is typically a process that collaborative activity on students’ attitudes and requires the coordinated efforts of the members learning. The following section provides a of one or more teams. As such, it is important review of existing research on pair that computer programming courses provide programming, collaborative learning and students not only with technical knowledge, but research questions and hypotheses. -
The Role of Customers in Extreme Programming Projects
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by ResearchArchive at Victoria University of Wellington THE ROLE OF CUSTOMERS IN EXTREME PROGRAMMING PROJECTS By Angela Michelle Martin A thesis submitted to the Victoria University of Wellington in fulfilment of the requirements for the degree of Doctor of Philosophy In Computer Science Victoria University of Wellington 2009i The Role of Customers in Extreme Programming Projects ABSTRACT eXtreme programming (XP) is one of a new breed of methods, collectively known as the agile methods, that are challenging conventional wisdom regarding systems development processes and practices. Practitioners specifically designed the agile methods to meet the business problems and challenges we face building software today. As such, these methods are receiving significant attention in practitioner literature. In order to operate effectively in the world of vague and changing requirements, XP moves the emphasis away from document-centric processes into practices that enable people. The Customer is the primary organisational facing role in eXtreme Programming (XP). The Customer's explicit responsibilities are to drive the project, providing project requirements (user stories) and quality control (acceptance testing). Unfortunately the customer must also shoulder a number of implicit responsibilities including liaison with external project stakeholders, especially project funders, clients, and end users, while maintaining the trust of both the development team and the wider business. This thesis presents a grounded theory of XP software development requirements elicitation, communication, and acceptance, which was guided by three major research questions. What is the experience of being an XP Customer? We found that teams agree that the on-site customer practice is a drastic improvement to the traditional document-centric approaches. -
Dice 2011 Keynote Panel Announced
2011 D.I.C.E. SUMMIT KEYNOTE TO FEATURE A PANEL OF AIAS HALL OF FAMERS Renowned Gaming Journalist Seth Schiesel of the New York Times to Moderate CALABASAS, Calif. – January 27, 2011 – The Academy of Interactive Arts & Sciences (AIAS) today announced that their distinguished Hall of Famers’ from the past four years – Mike Morhaime, Bruce Shelley, Mark Cerny, Dr. Ray Muzyka and Dr. Greg Zeschuk - will participate in the keynote panel for the 2011 D.I.C.E. (Design, Innovate, Communicate and Entertain) Summit at the Red Rock Resort in Las Vegas on the evening of Wednesday, February 9, 2011. These five video game luminaries will be conducting a lively discussion, debate and predict the next frontier of interactive entertainment. The keynote panel will be moderated by Seth Schiesel, long time video games journalist for The New York Times. “We are looking forward to putting these five video game legends on stage to open the 10th iteration of the D.I.C.E. Summit – it is the first time the Academy has endeavored to create a presentation of this kind,” said Martin Rae, president, Academy of Interactive Arts & Sciences. “These men have individually put deep marks and shaped the industry in very different ways – hearing their thoughts on the future of this industry will exemplify the best aspects of the Summit and we’re confident that our attendees anticipate this dialogue as much as we do.” The keynote panel will showcase: 2008 Hall of Fame - Mike Morhaime, President, CEO and Co-Founder of Blizzard Entertainment, and highly regarded for his contributions to the one of the world’s most popular and enduring games, World of Warcraft. -
Enabling the Localization of Large Role-Playing Games Four Recorded Languages: French, Italian, Ger- Is to Put Together As Complete a Localization Man and Polish)
In order to achieve total immersion in the game world, TRANS · núm. 15 · 2011 DOSSIER · 39-51 increasing therefore player’ satisfaction, localization should ideally aim at creating complete suspension of disbelief. However, time constraints and constant design and script changes mean that localisation is sometimes forced to trade quality in favor of speed, because missing release dates can mean multimillion losses. This article explains the strategies BioWare has developed internally to counteract the problems provoked by long-established game development practices with the ultimate goal of supporting quality localization from the start, and so guaranteeing players’ suspension of disbelief whatever the language version they play. key words: multiplayer, localization, role-playing, video game, online, MMO, RPG Enabling the Localization of Large Role-Playing Games Facilitando la localización de videojuegos de rol masivos Con el objeto de lograr la inmersión absoluta en el mundo virtual del videojuego, aumentando así la satisfacción del jugador, la localización debe conseguir el ideal de la total suspensión de la incredulidad. Sin embargo, los cortos pla- zos así como cambios constantes de diseño y guión a veces obligan a que la localización tenga que cambiar calidad por velocidad, porque el cambio de las fechas de lanzamiento suele provocar pérdidas multimillonarias. Este artículo explica las estrategias que BioWare ha desarrollado inter- hris hristou C C namente para contrarrestar los problemas provocados por Lead Localization Tools Programmer, BioWare las prácticas tradicionales en la industria del videojuego. Jenny MCKearney El objetivo es facilitar un proceso de localización de alta Localization Producer, BioWare calidad desde el principio del desarrollo, de modo que se ryan warden garantice la suspensión de la incredulidad de los jugadores independientemente de la lengua en la que estén jugando. -
Dragon Age Legends Brings Bioware's Award
Dragon Age Legends Brings BioWare’s Award-Winning Dark Fantasy RPG Franchise to Facebook New EA Game Includes Exclusive Unlockable Items for the Action RPG Dragon Age II REDWOOD CITY, Calif.--(BUSINESS WIRE)-- BioWare™, a division ofElectronic Arts Inc. (NASDAQ:ERTS) today announced Dragon Age™ Legends, a new Play4Free Facebook® game that expands on the critically acclaimed RPG franchise Dragon Age. The new game is inspired by the award-winning BioWare franchise but custom-designed for the casual and social play style for Facebook users of all ages. Dragon Age Legends blends accessible and engaging tactical combat with compelling co- operative gameplay perfectly suited for social networks, making for a unique offering on the platform. Launching in February 2011, Dragon Age Legends will also give gamers the chance to earn exclusive unlocks* for Dragon Age II, one of the most highly anticipated video games of 2011. “We are privileged to be working with BioWare to bring the Dragon Age universe to the hundreds of millions of gamers on Facebook,”said Mark Spenner, General Manager of EA 2D. “Our goal is to change the perception of social network games and attract new players to the Facebook platform by raising the quality bar. Dragon Age Legends will deliver a deep, sophisticated experience, and we will continue to delight gamers by adding new features and content far into the future.” Dragon Age Legends will give players their first taste of the Free Marches, the primary setting of Dragon Age II. Alongside their Facebook friends, players will take on challenging quests within an engaging storyline, earning loot, sharing rewards and growing their kingdom. -
Wetenschappelijke Verhandeling
UNIVERSITEIT GENT FACULTEIT POLITIEKE EN SOCIALE WETENSCHAPPEN MACHINIMA: SITUERING EN ONDERZOEK NAAR HET EDUCATIEF POTENTIEEL Wetenschappelijke verhandeling aantal woorden: 24909 BERT BESSEMS MASTERPROEF COMMUNICATIEWETENSCHAPPEN afstudeerrichting COMMUNICATIEMANAGEMENT PROMOTOR: DR. JAN VAN LOOY COMMISSARIS: FREDERIK DHAENENS COMMISSARIS: PETER MECHANT ACADEMIEJAAR 2009 - 2010 Abstract Machinima is een nieuwemediatechniek die gebruik maakt van videogames om films te produceren. Deze methode wordt gekenmerkt doordat ze snel en goedkoop is. Dit terwijl zij visueel minder sterk is dan klassieke film en animatie. Deze masterproef begint met een situering van het begrip aan de hand van een literatuurstudie. Achtereenvolgens beschrijf ik de historiek, de thema‟s en de toekomst van machinima. Daarnaast komen een aantal deelaspecten aan bod. Het zwaartepunt van het eerste deel is de bespreking van een SWOT-analyse. Het tweede deel omvat een literatuurstudie omtrent leertheorieën. Er worden een aantal theorieën geschetst die principes bevatten waar onderwijs in machinima baat bij kan hebben. Tevens wordt machinima hier geëvalueerd in twee categorieën: enerzijds als aan te leren set vaardigheden in hoofdzakelijk interdisciplinaire studierichtingen en als ondersteunend audiovisueel medium in traditioneel onderwijs. In deel drie komt de praktijk aan bod. Door middel van diepte-interviews en inhoudsanalyse schets ik twee cases: de cursus machinima aan de universiteit van Utah en een aantal workshops in drie verschillende fasen van ontwikkeling. Dit alles met het oog op het onderzoeken of machinima de nodige opportuniteiten biedt op het vlak van onderwijs. Er kan worden gesteld dat machinima educatief potentieel bezit. Dit getuigt het stelselmatig opnemen van machinima in interdisciplinaire curricula met de focus op computerwetenschappen en een combinatie tussen kunstrichtingen (animatie en film) en mediastudies. -
Software Testing: a Changing Career
Software Testing: A Changing Career Sean Cunningham1, Jemil Gambo1, Aidan Lawless1, Declan Moore1, Murat Yilmaz2, Paul M. Clarke 1,3 [0000-0002-4487-627X], Rory V. O’Connor1,3 [0000-0001-9253-0313] 1 School of Computing, Dublin City University, Ireland {sean.cunningham29,jemil.gambo2,aidan.lawless8, declan.moore39}@mail.dcu.ie 2 Department of Computer Engineering, Cankaya University, Turkey [email protected] 3 Lero, the Irish Software Engineering Research Center {rory.oconnor,paul.m.clarke}@dcu.ie The software tester is an imperative component to quality software development. Their role has transformed over the last half a century and volumes of work have documented various approaches, methods, and skillsets to be used in that time. Software projects have gone from using monolithic architectures and heavy- weight methodologies, to service-oriented and lightweight. Testing has trans- formed from a sequential step performed by dedicated testers to a continuous activity carried out by various development professionals. Technological ad- vancements have pushed automation into routine test tasks permitting a change of focus for the tester. Management styles and methodologies have pushed de- velopment to be agile and lean, towards continuous integration and frequent re- lease. Regardless of these many important changes, the software tester’s role re- mains the verification and validation of software code. Keywords: software quality improvement, test drive development, continuous development, software development lifecycle 1 Introduction It is well documented that software development is a complex socio-technical activity [42], the process for which needs to be vigilantly maintained and evolved [43]. We furthermore find that roles within software development can have varying names [44], and that the very terminology adopted is perhaps the source of some fusion [45] [46].