“Why You Should(n’t) Build Your Own Game Engine” by Rivela

  • ©Andrés Rivela

Conference:


Entry Number: 32

Title:

    Why You Should(n’t) Build Your Own Game Engine

Presenter(s):



Abstract:


    Developing a modern game engine from the ground up has become an increasingly rare opportunity, and with good reason. It is a costly commitment and coupled with the existing technologies readily available at reasonable pricing models, it is a hard sell for any startup to take on such a burden.

    This paper focuses on a few key issues when developing such a technology base to serve as both a guide and a warning. Rather than discussing the implementation details and features of the engine, the paper will delve into the importance of efficient workflows; the challenges of outsourcing, and finally the lessons learned from building the technology and a game that runs on it.

References:


    Paul H. Dietz. 2017. My World: Keynote Talk. In Proceedings of the 2017 ACM International Symposium on Wearable Computers (ISWC ’17). ACM, New York, NY, USA, 1–1. https://doi.org/10.1145/3123021.3134350 Paul H. Dietz. 2018. TUX: Toronto User Experience Speaker Series: Paul Dietz: Parallel Reality Displays. Retrieved February 6, 2019 from https://www.youtube.com/ watch?v=p1b3wEsFlCY ISO. 2012. ISO 3864-3:2012 Graphical symbols – Safety colours and safety signs – Part 3: Design principles for graphical symbols for use in safety signs. Retrieved February 6, 2019 from https://www.iso.org/obp/ui/#iso:std:iso:3864:-3:ed-2:v2:en

Keyword(s):



PDF:



ACM Digital Library Publication:



Overview Page:


Type: