Introduction to game software engineering

Source: Internet
Author: User

14 practice (about Software Revision)

■ Examining the stripes to find candidates for revision test function subset to identify candidates for revision
■ Determining the more feasible options determines more feasible Functions
■ Planning and justifying revisions plan and adjustment and revision work
■ Estimating the effort required evaluation effort
■ Developing ways to test the revisions develop the test Revision Method
■ Implementing the Code implementation code
■ Revising supporting materials supported by the Materials Revision
■ Implementing the extension for extension

15. Team Work

■ What a team is and how it is formed to address the needs of a new project what is a team and how to organize a team to drive a new project
■ The roles people play both formally and informally when they join a rules of formal and informal cooperation with people who enter the team
■ How members of a team can communicate using standard software engineering
Tools use standard software engineering tools to communicate with each other within several teams.
■ How reviews contrivelto the ability of team members to communicate faster tively reviews how to make effective communication among team members
■ Ways to view the team in light of project management perspectives how to observe the team from the perspective of Project Management Panorama
■ The use of project tracking media to help everyone on the team focus on tasks and
Understand dependencies uses the project tracking media to help everyone in the team concentrate on their work and understand their associations
■ How teams fail and how you can work to remedy some of the failure of the causes team and how to save

16 Process Improvement

■ The Basics of process improvement Basics
■ How processes use change management strategies how to change management policies
■ Models of Capability Maturity for Software Development Capability Maturity Model
■ International standards of quality for software development quality international standards
■ Capability Maturity models that extend beyond Software Development Capability Maturity
■ Applying standards to a team or organization to apply standards to the team or organization
■ Implementing procedures for managing change and improving processes manage changes and improve processes

17 release plan and management

This chapter describes the process from the game test to the market based on the details of the game release. Multiple Single-host games

■ Defining the basic activities of release Planning
■ How release planning differs from release management
■ Levels of release
■ Release schedules
■ Planning for profits
■ How different types of games require different management strategies
■ Responding to release Problems
■ Making the world safe for the next release

18 documentation-learn how to learn

■ Understanding that documentation is more than a collection of documents is a learning process, not a collection of files.

■ How documentation becomes a way that an organization teaches itself its own
The process of converting a culture document into an organization's Teaching Culture
■ How collecting and storing information can end up being more of a loss
A gain
■ Techniques and technologies that supplement documentation efforts
■ Providing easy ways that people who are not technical writers can create good
Documents
■ Assigning roles and responsibilities for documentation
■ Creating contexts in which developers use and benefit from documentation

19 philosophy of software engineering and Game Development

This chapter is very interesting. I will introduce the softwares and game development sides from multiple aspects.

 

In general, this book uses an example of a real game to explain Software Engineering Applications in game development. The spirit of life. However, it seems that game development is rarely said. Especially the key actions of game planning for game development, the uncertainty of interactive game design for software implementation, the impact of subjective factors such as playability equality on software quality, and the combination of art and technology, art productivity, art, planning, and procedures are managed by teams in different parts... The pain points that these games will encounter during development are not described in detail. However, as a tool manual, it is informative. In addition, all the problems mentioned above are indeed encountered by the software development department in game development. There are too few game development project managers in China. Game Development is at least two to three times more complex than pure software development. A complete game development is formed by art and game planning. Unlike industry software, gaming is a global product, and all competing products are the world's top-level products. In China, those who dare to develop games are not the two hundred and five fearless of the ignorant, but the hero of great courage.

 

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