John Edward | 8 Mar 2009 13:52
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Draft paper submission deadline extended (will not be extended further): SETP-09

Draft paper submission deadline extended (will not be extended further): SETP-09

 

*Apologies if you receive multiple copies of this email. Please forward to interested people.*

 

The deadline for draft paper submission at the 2009 International Conference on Software Engineering Theory and Practice (SETP-09) (website: http://www.PromoteResearch.org ) is extended due to numerous requests from the authors. The conference will be held during July 13-16 2009 in Orlando, FL, USA. We invite draft paper submissions. The conference will take place at the same time and venue where several other international conferences are taking place. The other conferences include:

·         International Conference on Artificial Intelligence and Pattern Recognition (AIPR-09)

·         International Conference on Automation, Robotics and Control Systems (ARCS-09)

·         International Conference on Bioinformatics, Computational Biology, Genomics and Chemoinformatics (BCBGC-09)

·         International Conference on Enterprise Information Systems and Web Technologies (EISWT-09)

·         International Conference on High Performance Computing, Networking and Communication Systems (HPCNCS-09)

·         International Conference on Information Security and Privacy (ISP-09)

·         International Conference on Recent Advances in Information Technology and Applications (RAITA-09)

·         International Conference on Theory and Applications of Computational Science (TACS-09)

·         International Conference on Theoretical and Mathematical Foundations of Computer Science (TMFCS-09)

 

The website http://www.PromoteResearch.org contains more details.

 

Sincerely

John Edward

Publicity committee


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Paul Hollingworth | 10 Mar 2009 11:11
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Recommended Reading

Hi all,

I'm a software engineering student hoping for a future career in gamedev, and was wondering;  what's the level of uptake on good standards and practices in the industry?  Are you guys on the forefront for trying out new methodologies, or stuck on traditional stuff?  Do the company use any process methods, such as PRINCE2?  The reason I ask, is because I cannot seem to find any good reading materials on software enginering in game development.  I know Rucker wrote a book, but the previews seem to indicate it is more of a programming tutorial book, than a disucssion.

Does anyone have any recommendations for reading that looks at Software Engineering (or even Project Management) in Game Development?


Thanks,
Paul Hollingworth 

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Fabrice Lété | 10 Mar 2009 11:43
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Re: Recommended Reading

Hi,

Agile software development methods are quite popular nowadays in game 
development, especially Scrum.

http://en.wikipedia.org/wiki/Agile_software_development
http://en.wikipedia.org/wiki/Scrum_(development)

Or just search for "agile game development" on Google, and you will have 
enough reading material till the sun turns into a red giant.

++
Fabrice

Paul Hollingworth wrote:
> Hi all,
> 
> I'm a software engineering student hoping for a future career in 
> gamedev, and was wondering;  what's the level of uptake on good 
> standards and practices in the industry?  Are you guys on the forefront 
> for trying out new methodologies, or stuck on traditional stuff?  Do the 
> company use any process methods, such as PRINCE2?  The reason I ask, is 
> because I cannot seem to find any good reading materials on software 
> enginering in game development.  I know Rucker wrote a book, but the 
> previews seem to indicate it is more of a programming tutorial book, 
> than a disucssion.
> 
> Does anyone have any recommendations for reading that looks at Software 
> Engineering (or even Project Management) in Game Development?
> 
> 
> Thanks,
> Paul Hollingworth 
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Kris Lamb | 10 Mar 2009 15:02
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Re: Recommended Reading- Project management

I'm of the opinion that waterfall is just a good idea, but never works as intended in practice.  The phased/tiered approach to programming just doesn't quite fit the way things are actually done, especially now that there are so many groups working in parallel together.  It's still a good idea to set up a solid pipeline for taking ideas to code and having appropriate measures in place to test.
 
And now I'm done with the typey typey...

On Tue, Mar 10, 2009 at 7:50 AM, Peter Antal <peter.antal <at> gmail.com> wrote:
Hi Paul,
 
+1 on agile as pretty common language for describing projects these days. From what I've seen, middle/upper management I have worked with still tended to prefer more rigid waterfall inspired styles, where as leaf teams usually were open/eager to adopting agile practices. Not sure if that's generational, based on hard won exp, etc...

I haven't seen any team which was able to sustain a "pure" process methodology for very long. Not that I disagree with the principle, just that teams are complicated machines, composed of a bunch of humans with very differing needs. A non-trivial sized org that doesn't want to be a monoculture has to compensate for those competing needs, and tends toward compromises on those things, which tend toward the "average".

Personally, I wouldn't suggest you get too hung up on a specific process management methodology beyond understanding the core techniques, unless you hope to fast track on a mgmt focused path. My experience is that the specific methodology employed isn't nearly as important as that the methodology used matches the requirements of your team and stays relevant

For instance, in any software team, Agile really counts on respected, experienced practitioners and meaningful trust between mgmt and peers. In the steady state, a team's process generally conforms to the style of management. A team may commit to agile, incremental high-quality principles, but mgmt defined goals/shipping schedules can put a crunch on that in practice - at that point people have to make painful tradeoffs against their ideals to decide what is important. Methodology can be a casualty of crunch time, as some folks regress towards more ad-hoc approaches when the process "gets in the way".

Advice - be aware of the different schools of thought and be open to balancing what works in your situation:
  • Study the discipline of "Organizational behavior" - this is an important early pre-requisite for folks in business school that outsiders sometimes miss out on. It covers concerns like leadership styles, how to successfully introduce change into an org and other such things which provide a foundation for project management. Ignore the wisdom of this discipline at your peril - doing so can lead to good ideas failing for dumb reasons.
  • Learn and understand the principles and practices of the waterfall style methods - like it or not, they still have a big influence on idealized, centrally managed processes. Folks with "PMP" credentials or backgrounds in places like NASA, critical systems (ie- embedded, medical, defense industries) tend to be a reputable source of expertise here... Notice - these disciplines have an explicitly high cost of failure, which means these folks can't really employ with Agile practices at the same scale. Pretty much any book on Project management covers the core bases here.
  • Read up on agile - I'd argue it's not rocket science. If a team of bright, agile-aware people are empowered to make decisions themselves in a healthy environment, things can get self organizing. If a lead doesn't trust people to do the right thing or wants to micro-manage all the decisions, it's hard to make agile work.
  • Learn by doing - Apply what you know- demonstrate better ways of doing things in a way that is positive and non-subversive of mgmt.

Peter

On Tue, Mar 10, 2009 at 3:43 AM, Fabrice Lété <drealmer <at> skynet.be> wrote:
Hi,


Agile software development methods are quite popular nowadays in game development, especially Scrum.

http://en.wikipedia.org/wiki/Agile_software_development
http://en.wikipedia.org/wiki/Scrum_(development)

Or just search for "agile game development" on Google, and you will have enough reading material till the sun turns into a red giant.


++
Fabrice



Paul Hollingworth wrote:
Hi all,

I'm a software engineering student hoping for a future career in gamedev, and was wondering;  what's the level of uptake on good standards and practices in the industry?  Are you guys on the forefront for trying out new methodologies, or stuck on traditional stuff?  Do the company use any process methods, such as PRINCE2?  The reason I ask, is because I cannot seem to find any good reading materials on software enginering in game development.  I know Rucker wrote a book, but the previews seem to indicate it is more of a programming tutorial book, than a disucssion.

Does anyone have any recommendations for reading that looks at Software Engineering (or even Project Management) in Game Development?


Thanks,
Paul Hollingworth
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Gwaredd Mountain | 10 Mar 2009 15:09

Re: Recommended Reading- Project management

The Art of Project Management by Scott Berkun

http://www.amazon.com/Project-Management-Theory-Practice-OReilly/dp/0596007868

 

The best book on PM that I have read, and I've read a few - doesn't waste space talking about this methodology or that, but gives good practical advice on how to run a project.

 

 

-----Original Message-----
From: sweng-gamedev-bounces <at> lists.midnightryder.com [mailto:sweng-gamedev-bounces <at> lists.midnightryder.com] On Behalf Of Kris Lamb
Sent: 10 March 2009 14:03
To: sweng-gamedev <at> midnightryder.com
Subject: Re: [Sweng-Gamedev] Recommended Reading- Project management

 

I'm of the opinion that waterfall is just a good idea, but never works as intended in practice.  The phased/tiered approach to programming just doesn't quite fit the way things are actually done, especially now that there are so many groups working in parallel together.  It's still a good idea to set up a solid pipeline for taking ideas to code and having appropriate measures in place to test.

 

And now I'm done with the typey typey...

On Tue, Mar 10, 2009 at 7:50 AM, Peter Antal <peter.antal <at> gmail.com> wrote:

Hi Paul,

 

+1 on agile as pretty common language for describing projects these days. From what I've seen, middle/upper management I have worked with still tended to prefer more rigid waterfall inspired styles, where as leaf teams usually were open/eager to adopting agile practices. Not sure if that's generational, based on hard won exp, etc...

 

I haven't seen any team which was able to sustain a "pure" process methodology for very long. Not that I disagree with the principle, just that teams are complicated machines, composed of a bunch of humans with very differing needs. A non-trivial sized org that doesn't want to be a monoculture has to compensate for those competing needs, and tends toward compromises on those things, which tend toward the "average".

 

Personally, I wouldn't suggest you get too hung up on a specific process management methodology beyond understanding the core techniques, unless you hope to fast track on a mgmt focused path. My experience is that the specific methodology employed isn't nearly as important as that the methodology used matches the requirements of your team and stays relevant

 

For instance, in any software team, Agile really counts on respected, experienced practitioners and meaningful trust between mgmt and peers. In the steady state, a team's process generally conforms to the style of management. A team may commit to agile, incremental high-quality principles, but mgmt defined goals/shipping schedules can put a crunch on that in practice - at that point people have to make painful tradeoffs against their ideals to decide what is important. Methodology can be a casualty of crunch time, as some folks regress towards more ad-hoc approaches when the process "gets in the way".

 

Advice - be aware of the different schools of thought and be open to balancing what works in your situation:

·         Study the discipline of "Organizational behavior" - this is an important early pre-requisite for folks in business school that outsiders sometimes miss out on. It covers concerns like leadership styles, how to successfully introduce change into an org and other such things which provide a foundation for project management. Ignore the wisdom of this discipline at your peril - doing so can lead to good ideas failing for dumb reasons.

·         Learn and understand the principles and practices of the waterfall style methods - like it or not, they still have a big influence on idealized, centrally managed processes. Folks with "PMP" credentials or backgrounds in places like NASA, critical systems (ie- embedded, medical, defense industries) tend to be a reputable source of expertise here... Notice - these disciplines have an explicitly high cost of failure, which means these folks can't really employ with Agile practices at the same scale. Pretty much any book on Project management covers the core bases here.

·         Read up on agile - I'd argue it's not rocket science. If a team of bright, agile-aware people are empowered to make decisions themselves in a healthy environment, things can get self organizing. If a lead doesn't trust people to do the right thing or wants to micro-manage all the decisions, it's hard to make agile work.

·         Learn by doing - Apply what you know- demonstrate better ways of doing things in a way that is positive and non-subversive of mgmt.

 

Peter

On Tue, Mar 10, 2009 at 3:43 AM, Fabrice Lété <drealmer <at> skynet.be> wrote:

Hi,


Agile software development methods are quite popular nowadays in game development, especially Scrum.

http://en.wikipedia.org/wiki/Agile_software_development
http://en.wikipedia.org/wiki/Scrum_(development)

Or just search for "agile game development" on Google, and you will have enough reading material till the sun turns into a red giant.


++
Fabrice




Paul Hollingworth wrote:

Hi all,

I'm a software engineering student hoping for a future career in gamedev, and was wondering;  what's the level of uptake on good standards and practices in the industry?  Are you guys on the forefront for trying out new methodologies, or stuck on traditional stuff?  Do the company use any process methods, such as PRINCE2?  The reason I ask, is because I cannot seem to find any good reading materials on software enginering in game development.  I know Rucker wrote a book, but the previews seem to indicate it is more of a programming tutorial book, than a disucssion.

Does anyone have any recommendations for reading that looks at Software Engineering (or even Project Management) in Game Development?


Thanks,
Paul Hollingworth

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Sweng-Gamedev <at> lists.midnightryder.com
http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com

 


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Paul Hollingworth | 10 Mar 2009 17:05
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Re: Recommended Reading

Thanks for the replys everybody.

I'm aware of, and have studied agile development (especially Scrum).  My main concern is the lack of information about how it fits in to the game development industry.  Maybe my thinking is wrong here, or I am idolising the industry, but it seems to the outsider that game development deals with many of the issues covered in other domains (criticality, cutting edge, etc) whilst also having it's own distinct set of issues. 

Apart from some articles I've found in Gamasutra/GD.NET/etc, there seems to be very little information or analysis on how Scrum fits in to the types of projects performed.  I suppose I was looking for a "Pressman on GameDev" or something :-)

I'm not buying that all methods are portable, I agree with Peter that each should be taken upon it's possible merits to the project in hand.  Does this happen in the 'real world' though or do companies tend to stick with what they know?  How big of a deal is the whole Quality Standards documentation to the devs and to management?

Oh, and it is my firm aim to stay in front of a computer, programming, for as long as I possibly can.  Unless they let management fire some code out in the near future, I'll try to aim for a Software Engineer's spot. :-))

Paul


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Michael Kelley | 10 Mar 2009 17:24
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Re: Recommended Reading

I would consider Clinton Keith one of the best "Pressman" that you can find when it comes to agile game development:

http://www.agilegamedevelopment.com/blog.html

Noel Llopis has some good articles as well:

http://gamesfromwithin.com/?cat=3

On Tue, Mar 10, 2009 at 9:05 AM, Paul Hollingworth <devineman <at> msn.com> wrote:
Thanks for the replys everybody.

I'm aware of, and have studied agile development (especially Scrum).  My main concern is the lack of information about how it fits in to the game development industry.  Maybe my thinking is wrong here, or I am idolising the industry, but it seems to the outsider that game development deals with many of the issues covered in other domains (criticality, cutting edge, etc) whilst also having it's own distinct set of issues. 

Apart from some articles I've found in Gamasutra/GD.NET/etc, there seems to be very little information or analysis on how Scrum fits in to the types of projects performed.  I suppose I was looking for a "Pressman on GameDev" or something :-)

I'm not buying that all methods are portable, I agree with Peter that each should be taken upon it's possible merits to the project in hand.  Does this happen in the 'real world' though or do companies tend to stick with what they know?  How big of a deal is the whole Quality Standards documentation to the devs and to management?

Oh, and it is my firm aim to stay in front of a computer, programming, for as long as I possibly can.  Unless they let management fire some code out in the near future, I'll try to aim for a Software Engineer's spot. :-))

Paul


Windows Live just got better. Find out more!

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Gregory Junker | 10 Mar 2009 18:22

Re: Recommended Reading

Mostly what you deal with in the game industry is “getting it done, on time, any way you can”. There are exceptions, but the harsh reality is that deadlines trump all other considerations. SCRUM and waterfall both have their places in game development, but if you can’t control feature creep (and many times you can’t, if someone else – i.e. the publisher – is footing the bill and often providing “creative input” that translates into ‘design changes, often radically’) then process often is the first casualty; the design may (and usually does) change, but the delivery date rarely changes to match. The exception of course, are those companies who are self-published in some way or another.


As a software engineer, your most valued traits are going to be (a) your ability to create workable solutions on the fly, (b) your adaptiveness to sudden changes in the schedule and design, and (c) your ability to work with others. Agility in yourself, in other words – not so much the process. Notice I didn’t say in there “your rote knowledge of the contents of the Gang of Four book” or “your knowledge of the arcane complexities of the C++ template metaprogramming rules”. Those are important of course, but are not the most important thing I look for in a candidate. I don’t even care if you’ve heard of SCRUM or not – IMO the only person in a company who needs to have had SCRUM experience is the SCRUM-Master.

 

Given that you will be starting out fresh, expect to be honing your (a-c) skills on the fly, but you can do yourself and your chances of acquiring a position a favor, and work on them now (any way you know how).

 

In other words, focus on the things you can control, and the things that make the most difference for you and your chances. Worrying about any particular development methodology is, frankly, wasting your time.

 

Good Luck,
Greg

 

From: sweng-gamedev-bounces <at> lists.midnightryder.com [mailto:sweng-gamedev-bounces <at> lists.midnightryder.com] On Behalf Of Paul Hollingworth
Sent: Tuesday, March 10, 2009 9:06 AM
To: sweng-gamedev <at> lists.midnightryder.com
Subject: Re: [Sweng-Gamedev] Recommended Reading

 

Thanks for the replys everybody.

I'm aware of, and have studied agile development (especially Scrum).  My main concern is the lack of information about how it fits in to the game development industry.  Maybe my thinking is wrong here, or I am idolising the industry, but it seems to the outsider that game development deals with many of the issues covered in other domains (criticality, cutting edge, etc) whilst also having it's own distinct set of issues. 

Apart from some articles I've found in Gamasutra/GD.NET/etc, there seems to be very little information or analysis on how Scrum fits in to the types of projects performed.  I suppose I was looking for a "Pressman on GameDev" or something :-)

I'm not buying that all methods are portable, I agree with Peter that each should be taken upon it's possible merits to the project in hand.  Does this happen in the 'real world' though or do companies tend to stick with what they know?  How big of a deal is the whole Quality Standards documentation to the devs and to management?

Oh, and it is my firm aim to stay in front of a computer, programming, for as long as I possibly can.  Unless they let management fire some code out in the near future, I'll try to aim for a Software Engineer's spot. :-))

Paul

Windows Live just got better. Find out more!

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Bert Peers | 10 Mar 2009 18:47

Re: Recommended Reading

Gregory Junker schreef:
> Mostly what you deal with in the game industry is “getting it done, on 
> time, any way you can”. There are exceptions, but the harsh reality is 
> that deadlines trump all other considerations. SCRUM and waterfall both 
> have their places in game development, but if you can’t control feature 
> creep (and many times you can’t, if someone else – i.e. the publisher – 
> is footing the bill and often providing “creative input” that translates 
> into ‘design changes, often radically’) then process often is the first 
> casualty; the design may (and usually does) change, but the delivery 
> date rarely changes to match. The exception of course, are those 
> companies who are self-published in some way or another.

Which leads to the question, how do most teams plan a timeline for
development when embarking on a new project?

a. don't bother
b. plan up to next week only
c. plan up to the next milestone only
d. plan a couple of milestones ahead
e. plan the whole project out
f. any of the above but never look at the plan again

I'm genuinely curious.  Agile is all fine and cool but I bet a publisher
will want to know how much it'll cost in advance.

bert
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Mat Noguchi | 10 Mar 2009 18:52

Re: Recommended Reading

Planning is great. Plans are subject to change.

MSN
-----Original Message-----
From: sweng-gamedev-bounces <at> lists.midnightryder.com
[mailto:sweng-gamedev-bounces <at> lists.midnightryder.com] On Behalf Of Bert Peers
Sent: Tuesday, March 10, 2009 10:48 AM
To: sweng-gamedev <at> midnightryder.com
Subject: Re: [Sweng-Gamedev] Recommended Reading

Gregory Junker schreef:
> Mostly what you deal with in the game industry is "getting it done, on
> time, any way you can". There are exceptions, but the harsh reality is
> that deadlines trump all other considerations. SCRUM and waterfall both
> have their places in game development, but if you can't control feature
> creep (and many times you can't, if someone else - i.e. the publisher -
> is footing the bill and often providing "creative input" that translates
> into 'design changes, often radically') then process often is the first
> casualty; the design may (and usually does) change, but the delivery
> date rarely changes to match. The exception of course, are those
> companies who are self-published in some way or another.

Which leads to the question, how do most teams plan a timeline for
development when embarking on a new project?

a. don't bother
b. plan up to next week only
c. plan up to the next milestone only
d. plan a couple of milestones ahead
e. plan the whole project out
f. any of the above but never look at the plan again

I'm genuinely curious.  Agile is all fine and cool but I bet a publisher
will want to know how much it'll cost in advance.

bert
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Gmane