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Computer game-flow design
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Source Computers in Entertainment (CIE) archive
Volume 4 ,  Issue 1  (January 2006) table of contents
SECTION: Games table of contents
Article No. 5  
Year of Publication: 2006
ISSN:1544-3574
Authors
M. J. Taylor  Liverpool John Moores University, Liverpool, U.K.
D. Gresty  Liverpool John Moores University, Liverpool, U.K.
M. Baskett  Liverpool John Moores University, Liverpool, U.K.
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 63,   Downloads (12 Months): 408,   Citation Count: 2
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ABSTRACT

Computer games are a rapidly growing segment of the entertainment industry. Design and development of modern computer games can be a complex activity involving many participants from a variety of disciplines. However, computer game design approaches typically appear to be less formalised than those used for other types of software systems. In this article we describe an approach to computer game-flow design intended for the design of individual game levels within a computer game and demonstrate its application in practice.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Bennett, S., McRobb, S., Farmer, R. 2002. Object Oriented Systems Analysis and Design Using UML. McGraw Hill, London.
 
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EA. 2005. Electronic Arts. Computer Game Publisher, http://www.eagames.com.
 
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Kanev, K. and Sugiyama, T. 1998. Design and simulation of interactive 3D computer games. Computers and Graphics 22, 2 (1998), 281-300.
 
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Natkin, S. and Vega, L. 2004. A Petri net model for computer games analysis. Int. J. Intelligent Games and Simulation 3, 1(2004). http://www.scit.wlv.ac.uk/
 
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Onder, B. 2002. Writing the adventure game. In Game Design Perspectives. F. Laramee (ed.). Charles River Media, Hingham, MA. 28-43.
 
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Penton, R. 2003. Data Structures for Games Programmers. Premier Press, Cincinnati, OH.
 
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Rucker, R. 2003. Software Engineering and Computer Games. Addison Wesley, London.
 
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Siang, A. and Rao, G. 2004. Designing interactivity in computer games: A UML Approach. Int. J. Intelligent Games and Simulation 3, 2 (2004). http://www.scit.wlv.ac.uk/
 
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Varanese, A. 2003. Game Scripting Mastery. Premier Press, Cincinnati, OH.


Collaborative Colleagues:
M. J. Taylor: colleagues
D. Gresty: colleagues
M. Baskett: colleagues