Software architecture in practice
Software architecture in practice
Design and use of software architectures: adopting and evolving a product-line approach
Design and use of software architectures: adopting and evolving a product-line approach
Software product lines: organizational alternatives
ICSE '01 Proceedings of the 23rd International Conference on Software Engineering
Software product lines: practices and patterns
Software product lines: practices and patterns
Guest Editors' Introduction: Global Software Development
IEEE Software
Widening the Scope of Software Product Lines - From Variation to Composition
SPLC 2 Proceedings of the Second International Conference on Software Product Lines
Organizing for Software Product Line Engineering
STEP '02 Proceedings of the 10th International Workshop on Software Technology and Engineering Practice
A Taxonomy and Hierarchy of Variability Dependencies in Software Product Family Engineering
COMPSAC '04 Proceedings of the 28th Annual International Computer Software and Applications Conference - Volume 01
Managing infinite variability in mobile terminal software: Research Articles
Software—Practice & Experience
A taxonomy of variability realization techniques: Research Articles
Software—Practice & Experience
Software product families in nokia
SPLC'05 Proceedings of the 9th international conference on Software Product Lines
Extracting and evolving mobile games product lines
SPLC'05 Proceedings of the 9th international conference on Software Product Lines
Performance variability in software product lines: a case study in the telecommunication domain
Proceedings of the 17th International Software Product Line Conference
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Software product families provide an efficient means of reuse between a set of related products. However, software product families are often solely associated with intra-organisational reuse. This paper presents a case study of Fathammer, a small company developing games for different mobile devices. Reuse at Fathammer takes place at multiple levels. The game framework and engine of Fathammer is reused by partner companies that in turn produce game assets to be reused by Fathammer while developing games for various devices. Very rapid development of games is a necessity for Fathammer, whereas maintainability of games is not important. The above characteristics in particular distinguish Fathammer from other case studies and practices usually presented in the product family literature. The results show the applicability and challenges of software product family practices in the context of multiple collaborating companies and a fast-changing domain.