Over the last decade, people involved in game development have noted the need for more formal models and tools to support the design phase of games. In this paper we present an initial investigation into whether workflow patterns – which have already proven to be effective for modeling business processes – are a suitable way to model task succession in games. Our preliminary results suggest that workflow patterns show promise in this regard, but some limitations, especially with regard to time constraints, currently restrict their potential.
CITATION STYLE
Kriglstein, S., Brown, R., & Wallner, G. (2014). Workflow patterns as a means to model task succession in games: A preliminary case study. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 8770, 36–41. https://doi.org/10.1007/978-3-662-45212-7_5
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