Houston, we have a problem...: a survey of actual problems in computer games development
Proceedings of the 2008 ACM symposium on Applied computing
Object-Orientation Is Evil to Mobile Game: Experience from Industrial Mobile RPGs
ICESS '07 Proceedings of the 3rd international conference on Embedded Software and Systems
What went wrong? A survey of problems in game development
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games
The case for research in game engine architecture
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Automatic prototyping in model-driven game development
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Game design from the lens of a student
Proceedings of the 46th Annual Southeast Regional Conference on XX
Component based game development: a solution to escalating costs and expanding deadlines?
CBSE'07 Proceedings of the 10th international conference on Component-based software engineering
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Is agility out there?: agile practices in game development
Proceedings of the 28th ACM International Conference on Design of Communication
Streamlining domain analysis for digital games product lines
SPLC'10 Proceedings of the 14th international conference on Software product lines: going beyond
Extensive Evaluation of Using a Game Project in a Software Architecture Course
ACM Transactions on Computing Education (TOCE)
The whats and the whys of games and software engineering
Proceedings of the 1st International Workshop on Games and Software Engineering
Data analytics for game development (NIER track)
Proceedings of the 33rd International Conference on Software Engineering
Game development documentation and institutional collection development policy
Proceedings of the 11th annual international ACM/IEEE joint conference on Digital libraries
Using game development to teach software architecture
International Journal of Computer Games Technology
Proceedings of the compilation of the co-located workshops on DSM'11, TMC'11, AGERE!'11, AOOPES'11, NEAT'11, & VMIL'11
Empirical analysis of user data in game software development
Proceedings of the ACM-IEEE international symposium on Empirical software engineering and measurement
Game developers need lua air: static analysis of lua using interface models
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Proceedings of the 2012 workshop on Domain-specific modeling
Advanced 3D visualization for simulation using game technology
Proceedings of the Winter Simulation Conference
International Journal of Computer Games Technology
What do game developers expect from development and design tools?
Proceedings of the 17th International Conference on Evaluation and Assessment in Software Engineering
A guideline for game development-based learning: a literature review
International Journal of Computer Games Technology
Computer science students making games: a study on skill gaps and requirement
Proceedings of the 13th Koli Calling International Conference on Computing Education Research
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The hardest part of making a game has always been the engineering. In times past, game engineering was mainly about low-level optimization - writing code that would run quickly on the target computer, leveraging clever little tricks whenever possible.