Abstract
Collaboratively editing game worlds and the underlying asset version management techniques present us with many challenges when using a traditional Version Control System (VCS). This paper suggests a new method that will aid in the tracking, branching, and selection of asset versions within a game development pipeline. A prototype has been developed which demonstrated im-provements in both productivity and usability providing greater visibility of incremental asset changes and alterations to their relationships which equated to approximately a 30% better user experience when compared to an existing industry VCS.
Original language | English |
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Title of host publication | Game-On`2016 : 17th International Conference on Intelligent Games and Simulation |
Editors | Helena Barbas |
Publisher | Eurosis |
Pages | 5-9 |
Number of pages | 5 |
ISBN (Electronic) | 9789077381946 |
Publication status | Published - 2016 |
Event | Game-On`2016 - Lisbon, Portugal Duration: 13 Sept 2016 → 15 Sept 2016 |
Conference
Conference | Game-On`2016 |
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Country/Territory | Portugal |
City | Lisbon |
Period | 13/09/16 → 15/09/16 |
Keywords
- Game development methodology
- Game development tools
- Game engines
- Version control systems