Lisandra Manzoni Fontoura

h-index6
2papers
181citations

2 Papers

14.8SESep 5, 2020
Are the Old Days Gone? A Survey on Actual Software Engineering Processes in Video Game Industry

Cristiano Politowski, Lisandra Fontoura, Fabio Petrillo et al.

In the past 10 years, several researches studied video game development process who proposed approaches to improve the way how games are developed. These approaches usually adopt agile methodologies because of claims that traditional practices and the waterfall process are gone. However, are the "old days" really gone in the game industry? In this paper, we present a survey of software engineering processes in video game industry from postmortem project analyses. We analyzed 20 postmortems from Gamasutra Portal. We extracted their processes and modelled them through using the Business Process Model and Notation (BPMN). This work presents three main contributions. First, a postmortem analysis methodology to identify and extract project processes. Second, the study main result: \textbf{the "old days" are gone, but not completely}. \textbf{Iterative practices} are increasing and are applied to at least \textbf{65\% of projects} in which \textbf{45\% of this projects} explicitly adopted Agile practices. However, \textbf{waterfall} process is still applied at least \textbf{30\% of projects}. Finally, we discuss some implications, directions and opportunities for video game development community.

13.8SESep 5, 2020
Learning from the past: A process recommendation system for video game projects using postmortems experiences

Cristiano Politowski, Lisandra M. Fontoura, Fabio Petrillo et al.

Context: The video game industry is a billion dollar industry that faces problems in the way games are developed. One method to address these problems is using developer aid tools, such as Recommendation Systems. These tools assist developers by generating recommendations to help them perform their tasks. Objective: This article describes a systematic approach to recommend development processes for video game projects, using postmortem knowledge extraction and a model of the context of the new project, in which "postmortems" are articles written by video game developers at the end of projects, summarizing the experience of their game development team. This approach aims to provide reflections about development processes used in the game industry as well as guidance to developers to choose the most adequate process according to the contexts they're in. Method: Our approach is divided in three separate phases: in the the first phase, we manually extracted the processes from the postmortems analysis; in the second one, we created a video game context and algorithm rules for recommendation; and finally in the third phase, we evaluated the recommended processes by using quantitative and qualitative metrics, game developers feedback, and a case study by interviewing a video game development team. Contributions: This article brings three main contributions. The first describes a database of developers' experiences extracted from postmortems in the form of development processes. The second defines the main attributes that a video game project contain, which it uses to define the contexts of the project. The third describes and evaluates a recommendation system for video game projects, which uses the contexts of the projects to identify similar projects and suggest a set of activities in the form of a process.