Video Game Project Management Anti-patterns
Paper Abstract: Project Management anti-patterns are well-documented in the software-engineering literature and studying them allows understanding their impacts on teams and projects. The video game development industry is known for its mismanagement practices and therefore applying this knowledge would help improving game developers’ productivity and well-being. In this paper, we map project management anti-patterns to anti-patterns reported by game developers in the gray literature. We read 440 postmortems problems, identified anti-pattern candidates, and related them with definitions from the software-engineering literature. We discovered that most of the anti-pattern candidates can be mapped to anti-patterns in the software-engineering literature, except for Feature Creep, Feature Cuts, Working on Multiple Projects, and Absent or Inadequate Tools. We discussed the impact of the unmapped candidates on the development process while also drawing a parallel between video games and traditional software development. Future works include validating the definitions of the candidates via survey with practitioners and also considering development anti-patterns.
Fri 20 MayDisplayed time zone: Eastern Time (US & Canada) change
10:45 - 12:00 | Paper Session: Projects & TestingGAS at GAS room Chair(s): Edward Melcer University of California, Santa Cruz | ||
10:47 20mShort-paper | Video Game Project Management Anti-patterns GAS Gabriel Cavalheiro Ullmann Concordia University, Canada, Cristiano Politowski Concordia University, Canada, Yann-Gaël Guéhéneuc Concordia University and Polytechnique Montréal, Fabio Petrillo École de technologie supérieure (ÉTS), Montréal -- Université du Québec, João Eduardo Montandon Universidade Federal de Minas Gerais (UFMG) | ||
11:07 25mFull-paper | Towards Automated Video Game Testing: Still a Long Way to Go GAS Cristiano Politowski Concordia University, Yann-Gaël Guéhéneuc Concordia University and Polytechnique Montréal, Fabio Petrillo École de technologie supérieure (ÉTS), Montréal -- Université du Québec | ||
11:32 25mFull-paper | What Makes a Game High-rated? Towards Factors of Video Game Success GAS Cristiano Politowski Concordia University, Canada, Gabriel Cavalheiro Ullmann Concordia University, Canada, Yann-Gaël Guéhéneuc Concordia University and Polytechnique Montréal, Fabio Petrillo École de technologie supérieure (ÉTS), Montréal -- Université du Québec, João Eduardo Montandon Universidade Federal de Minas Gerais (UFMG) |