What went wrong? A survey of problems in game development
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games
Automatic prototyping in model-driven game development
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Fundamentals of Game Design
Integrating procedural generation and manual editing of virtual worlds
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Tanagra: a mixed-initiative level design tool
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Level design as model transformation: a strategy for automated content generation
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
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In order for techniques from Model Driven Engineering to be accepted at large by the game industry, it is critical that the effectiveness and efficiency of these techniques are proven for game development. There is no lack of game design models, but there is no model that has surfaced as an industry standard. Game designers are often reluctant to work with models: they argue these models do not help them design games and actually restrict their creativity. At the same time, the flexibility that model driven engineering allows seems a good fit for the fluidity of the game design process, while clearly defined, generic models can be used to develop automated design tools that increase the development's efficiency.