Houston, we have a problem...: a survey of actual problems in computer games development
Proceedings of the 2008 ACM symposium on Applied computing
What went wrong? A survey of problems in game development
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games
How to embed a game engineering course into a computer science curriculum
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Facilitating language-oriented game development by the help of language workbenches
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Visualizing Emotional Requirements
REV '09 Proceedings of the 2009 Fourth International Workshop on Requirements Engineering Visualization
Synthesized essence: what game jams teach about prototyping of new software products
Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering - Volume 2
Is agility out there?: agile practices in game development
Proceedings of the 28th ACM International Conference on Design of Communication
Interoperability standards for pervasive games
Proceedings of the 1st International Workshop on Games and Software Engineering
Game development documentation and institutional collection development policy
Proceedings of the 11th annual international ACM/IEEE joint conference on Digital libraries
Designing tablet-based games for seniors: the example of CogniPlay, a cognitive gaming platform
Proceedings of the 4th International Conference on Fun and Games
Requirements engineering meets physiotherapy: an experience with motion-based games
REFSQ'13 Proceedings of the 19th international conference on Requirements Engineering: Foundation for Software Quality
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The software engineering process in video game development is not clearly understood, hindering the development of reliable practices and processes for this field. An investigation of factors leading to success or failure in video game development suggests that many failures can be traced to problems with the transition from preproduction to production. Three examples, drawn from real video games, illustrate specific problems: 1) how to transform documentation from its preproduction form to a form that can be used as a basis for production, 2) how to identify implied information in preproduction documents, and 3) how to apply domain knowledge without hindering the creative process. We identify 3 levels of implication and show that there is a strong correlation between experience and the ability to identify issues at each level. The accumulated evidence clearly identifies the need to extend traditional requirements engineering techniques to support the creative process in video game development.