Talks and Poster Presentations (with Proceedings-Entry):
S. Kriglstein, R. Brown, G. Wallner:
"Workflow Patterns as a Means to Model Task Succession in Games - A Preliminary Case Study";
Talk: International Conference on Entertainment Computing,
- 2014-10-03; in: "Proceedings of International Conference on Entertainment Computing",
Over the last decade, people involved in game development have noted the need for more formal models and tools to support the design phase of games. In this paper we present an initial investigation into whether workflow patterns - which have already proven to be effective for modeling business processes - are a suitable way to model task succession in games. Our preliminary results suggest that workflow patterns show promise in this regard, but some limitations, especially with regard to time constraints, currently restrict their potential.
Game Design, Design Tools, Workflow Patterns
Created from the Publication Database of the Vienna University of Technology.