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Challenges and Opportunities on Software Engineering for Computer - - PowerPoint PPT Presentation

Challenges and Opportunities on Software Engineering for Computer Games Fabio Petrillo LIF/DIM/UQAC Invited talk at Concordia University January 2018 Fabio PETRILLO Associate Professor at DIM - UQAC Software Architecture and


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Challenges and Opportunities on Software Engineering for Computer Games

Fabio Petrillo

LIF/DIM/UQAC Invited talk at Concordia University January 2018

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  • Associate Professor at DIM - UQAC

○ Software Architecture and Quality ○ SE and Computer Games

  • Member of “Laboratoire d’Informatique Théorique”
  • Master and PhD in Computer Science (UFRGS/Brazil)

○ Méthode agile pour l'industrie du jeux vidéo ○ Analysis, comprehension et visualisation of software ○ Swarm Debugging

  • Researcher at Polytechnique Montréal
  • Postdoctoral Fellow at Concordia University (Montréal)
  • > 28 years of experience in Software Engineering

○ Software developer and architect ○ Manager and agile coach ○ Experience on complex and critical mission systèms

Fabio PETRILLO

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http://liflab.ca

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Game industry is billionaire, greater than cinema and music together

(NEWZOO,2016)

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Newzoo 2018 Global games market report, Trends, insights, and projections towards 2021

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More than US$ 200 billions in 2020!!!

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Why we are here?

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We

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Computer Games and Software Engineering

  • Computer Games (CG) are simultaneously

advanced software products and complex works of creativity and art [Engstrom, 2018]

  • Varying requirements and business goals

[Kasurinen, 2017]

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Computer Games and Software Engineering

  • Nevertheless, the software engineering

community rarely studies CGs [Murphy-Hill, 2014].

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Is a computer game more a piece of software or a piece

  • f art?

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GDC 2016 State of the Industry Report

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30%

16% 11%

Programmers Artists

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Why do I start to work on Computer Games?

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2006/7 I was in a master student seminar when...

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However, it was not exactly that ...

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We started a discussion: Waterfall vs Agile for game development?

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So, I decided to investigate Agile and Computer Games!!!

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2008 Master Results

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Does game industry have the same problems that "traditional" software industry?

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20 game industry postmortems

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Postmortems

What went right discusses the best practices adopted by developers, solutions, improvements, and project management decisions that help the project. What went wrong discusses difficulties, pitfalls, and mistakes experienced by the development team in the project, both technical and managerial.

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What are the most important problems in game industry?

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"All the main problems of the traditional software industry are also found in the game industry "

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Petrillo, F., Pimenta, M., Trindade, F., & Dietrich, C. (2009). What went wrong? A survey of problems in game development. Computers in Entertainment, 7(1), 1.

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1) Unrealistic scope 2) Feature creep 3) Cutting features

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Petrillo, F., Pimenta, M., Trindade, F., & Dietrich, C. (2009). What went wrong? A survey of problems in game development. Computers in Entertainment, 7(1), 1.

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“...the traditional and game software industries do not suffer mainly from technological problems, but from management problems.”

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Petrillo, F., Pimenta, M., Trindade, F., & Dietrich, C. (2009). What went wrong? A survey of problems in game development. Computers in Entertainment, 7(1), 1.

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So, how can we mitigate these problems?

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"We believe that adoption of agile practices in game development can achieve promising results. "

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Petrillo, F., & Pimenta, M. (2010). Is agility out there? Agile Practices in Game Development. In Proceedings of the 28th ACM International Conference on Design of Communication - SIGDOC ’10 (p. 9). New York, New York, USA: ACM Press.

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"We believe that adoption of agile practices in game development can achieve promising results. "

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Petrillo, F., & Pimenta, M. (2010). Is agility out there? Agile Practices in Game Development. In Proceedings of the 28th ACM International Conference on Design of Communication - SIGDOC ’10 (p. 9). New York, New York, USA: ACM Press.

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2016, Ten years later...

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"The old days are gone. You can't expect producers or leads to come up with a huge waterfall of everything they thought would get done over the next three years. In the game development business, it's insane to think you have any insight into what your team will be doing one year from now. You can set major milestones with hard dates, but filling in all the details between those points is an exercise in futility. "

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Fridley, M. (2013). Postmortem: Kingdoms of Amalur: Reckoning. Retrieved from http://www.gamasutra.com/view/feature/197269/postmortem_kingdoms_of_amalur_.php

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Are these claims general or a "cherry picking" cases?

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RQ: Are "the old days" really gone in video game industry?

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Methodology

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Postmortem Search (2010 - 2016)

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*63

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Postmortem Filtering (682 terms)

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Postmortem Analysis (20 articles)

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BPMN Process Construction

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Process Metamodel

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BPMN Process Construction Postmortem Analysis (20 articles)

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20 process models

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Iterative Process - Kingdoms of Amalur: Reckoning

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Hybrid Process - Brutal Legend

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Ad-Hoc Process - Aaaa! A Reckless Disregard for Gravity

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Waterfall Process - Scooby-Doo

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Process occurrences by category

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Agile practices in game projects

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Conclusion 1 The “old days” are gone, but not completely at all.

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Conclusion 2 Iterative process is currently mainstream in the game industry.

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Conclusion 3 Agility are increasing in the last years.

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Conclusion 4

Actually video game and “traditional” software development share similar processes and practices.

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Discussion (2016)

We believe that iterative process and agile practice benefits are yet misunderstood by some game developers, managers, producers, publishers, and educators.

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2017/8

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Learning from the Past:

a Process Recommendation System for Video Game Projects using Postmortems Experiences

Cristiano Politowski¹, Lisandra Fontoura², Fabio Petrillo³, Yann-Gaël Guéhéneuc¹

¹Concordia University, Montreal - Canada ²Universidade Federal de Santa Maria - Brazil ³Université du Québec à Chicoutimi - Canada

IST Journal-First presentation on 12th International Symposium on Empirical Software Engineering and Measurement October 11-12, 2018 - Oulu, Finland

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  • 1. Data Preprocessing
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234 gathered 100 analysed 55 used

from 1997 until 2016

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Building the Development Process

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Each process is a set of elements...

{ "game" : "Slow Down, Bull", "phase" : "activities", "element" : "exploration phase", "desc" : "We were able to iterate through a ton of different experiments, many of which were discarded failures, but which paved the path for the strongest mechanics in the game", "prob" : false }

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  • 3. Producing Recommendations
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SLIDE 72 The Banner Saga 2, 1,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,1,0,1,0,0,1,0,1,0,0,1,1,0,1,0,1,0,0,0,1,0,0,0,0,1,0,1,1,0,1,1,0,1,1,0,0,0,1,0,0,0,0,1,0,0 Stellaris, 0,1,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,1,0,0,0,0,1,0,0,1,0,0,1,0,0,0,0,0,1,0,1,0,0,0,0,1,1,1,0,0,0,0,0,0,0,1,0,0,0,0,1 Red Skies, 0,1,1,0,0,0,1,0,0,0,0,0,0,1,1,0,1,0,1,0,0,1,0,1,0,0,1,1,0,1,0,1,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,1,0,0 Ratchet & Clank (2016), 0,1,0,0,0,0,1,0,0,1,1,1,0,1,0,0,1,0,0,0,1,0,1,1,0,1,0,0,1,0,0,1,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0 Offworld Trading Compa, 1,1,0,0,0,0,1,0,1,0,0,0,1,1,1,1,1,0,1,0,0,1,0,0,0,0,1,1,0,1,0,1,0,0,0,0,0,0,1,0,0,1,0,0,0,1,1,0,0,0,0,0,0,0,0,1,0,0,1,0,1 Mini Metro, 0,1,0,0,0,1,1,0,1,0,0,0,0,1,0,1,1,0,1,0,0,1,0,0,0,0,1,1,0,1,0,1,0,0,0,0,0,0,1,0,0,1,0,0,0,1,1,1,0,0,0,0,0,0,1,0,0,0,1,0,0 Vanishing Point , 0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,1,1,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0 Swing Racers , 1,0,0,0,0,0,1,0,1,0,0,0,0,1,0,0,1,0,1,0,0,1,0,1,0,0,1,1,0,1,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,1,0,0 Sunless Sea, 0,1,0,0,0,1,1,0,1,0,0,0,0,1,0,1,1,0,0,1,0,0,1,1,0,0,1,0,0,1,1,0,1,0,0,0,0,0,1,0,0,1,0,0,0,1,1,1,0,0,0,0,0,1,0,0,0,0,1,0,0 "Slow Down, Bull", 1,1,0,0,0,1,0,1,1,0,0,0,1,0,0,0,0,0,1,0,0,1,0,1,0,0,1,1,1,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0 Rpublique, 0,0,0,0,0,1,1,0,1,0,1,1,1,0,0,0,1,0,0,1,0,1,0,1,0,0,1,0,0,0,1,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0 Race the Sun, 0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,1,0,1,0,0,1,0,0,0,0,1,1,0,0,1,0,1,1,0,0,0,0,1,0,0,1,1,1,1,1,1,1,0,1,1,0,0,0,0,0,0,0,1,0,0 Prune, 0,1,0,0,0,1,0,1,1,0,0,0,0,0,0,0,1,0,1,0,0,1,0,1,0,0,1,1,0,1,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,1,0,0 Out There, 0,0,0,0,1,1,0,1,1,0,0,0,0,1,0,0,1,0,1,0,0,1,0,1,0,0,1,1,0,1,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,1,1,0,0,1,0,0,0,0,0,1,0,0 Ori and the Blind Fores, 1,1,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0,1,0,1,0,1,1,0,0,1,1,0,0,1,0,0,0,0,0,0,1,0,0,1,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0 NFL Rush Heroes & rival, 0,1,0,0,0,0,0,1,0,1,0,1,1,0,0,0,0,0,0,1,0,0,1,0,0,0,1,0,1,0,0,1,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,1,0,1,0,0 Never Alone, 0,0,0,0,1,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,1,1,1,0,0,1,0,0,0,0,0,0,1,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,0,1,1,0 Middle-earth: Shadow of, 1,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,0,1,0,1,0,0,0,0,1,0,1,0,0,1,0,0,0,0,0,0,1,0,1,0,1,1,0,1,1,1,0,0,0,1,0,0,0,0,0,0,1,0,0 Lost Within, 0,1,0,0,0,0,1,0,1,0,0,0,1,1,0,0,1,0,0,0,1,0,1,0,0,0,1,1,1,0,0,1,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,1,1,0,0,1,0,0,0,0,0,1,0,0 Lords of the Fallen, 1,0,0,1,1,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,1,0,1,0,0,1,0,1,0,0,1,0,0,0,0,0,0,1,0,1,0,1,1,0,1,0,0,0,0,1,0,0,1,0,0,0,0,1,0,0 INK, 0,1,0,0,1,1,1,0,0,1,0,0,0,0,1,0,1,0,1,0,0,1,0,1,0,0,1,1,0,1,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,0,0,1,0,1,0,0 I Can't Escape: Darkne, 0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,1,0,1,0,0,1,0,0,0,0,1,1,0,1,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,0,0,0,1,0,0,0,0,0,0,1,0,0 (...)

Context structure em CSV

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Contributions

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Video game processes database

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database of game development processes from the analysis of 55 postmortems

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Video game project context attributes

video game project characteristics, like team attributes and technical details

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Recommendation System

recommendation system capable of generating processes based on previous projects with similar contexts

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2018

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Why Fortnite: Battle Royale is a huge success???

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Why Fortnite: Battle Royale is a huge success??? Because the old days are gone!

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  • Combination of Minecraft, Left 4 Dead, and PlayerUnknown's Battlegrounds

(battle royale genre), as a mode of Fortnite: Save the World.

  • The game ended up with a protracted development period
  • Games as a service model

Fortnite: The days are gone…

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  • “Their goal was to develop the Battle Royale mode quickly from the core

"Save the World" mode, putting off any complex features that

weren't already in place as to launch the new mode as soon as possible; while they explored such potential ideas, they held off inclusion

until after the main mode was launched.”

  • Less is more

○ Less weapons ○ a small subset of traps

Fortnite: Less is more...

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Why Fortnite: Battle Royale is a huge success?

  • The game is free-to-play, supported by microtransactions
  • The game is run as seasons, lasting about 10 weeks each. Each season

introduces an exclusive set of cosmetic items that can be obtained.

  • Mastering of a advanced and powerful game engine Unreal Engine 4 (UE4).
  • Epic intended to use Fortnite as a showcase for the latest iteration of its Unreal

Engine.

  • Fortnite is playable on everything from top-end PCs to phones, but that wasn't

always the plan.

  • Epic’s consistent updates for the game.
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Why Fortnite: Battle Royale is a huge success?

“It’s been weird, because from my perspective we’ve been continuously

interacting with players the entire time – it’s just that

we haven’t made a big deal about it with the press,” he says. “There’s a significant amount of difference between the game two years ago and the game now, so we’ve just been furiously iterating.” https://www.pcgamesn.com/fortnite/why-has-fortnite-taken-so-long

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Why Fortnite: Battle Royale is a huge success?

"We value the ability of players to adapt to the game

changing over time. We also believe these changes keep Fortnite fresh for

everyone including players, competitors and spectators..." https://www.pcgamer.com/epic-hopes-to-give-fortnite-pros-more-time-to-adjust-to-b ig-changes-in-2019

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Why Fortnite: Battle Royale is a huge success?

“Much of Fortnite’s appeal is that it is the perfect embodiment

  • f “games as service.” Epic Games promises meaningful,

game-changing updates every week that go beyond simple bug fixes. They want you to have something to look forward to every time you turn the game on…”

The Secrets Behind Fortnite's Massive 40 Million Player Success at https://kotaku.com/the-secrets-behind-fortnites-massive-40-million-player-1822119730

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Why Fortnite: Battle Royale is a huge success?

“Another key pillar of Fortnite’s explosion is Epic Games’

  • attentiveness. Where in most games the idea of “games as

service” evokes an impersonal image of being sold content you might not even want, with Fortnite, Epic has developed a more reciprocal relationship. Many updates seem as if they are responding to player wishlists... It’s the sort of

transparency and warmth that is rare for a game of

this size.”

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Fortnite and Agility….

“Because of the size of the investment, each title feels too big to fail. It creates enormous pressure to manage these triple-A projects. By using a system that

is more along the lines of how Fortnite is created, risk has a chance of being mitigated. The entire project is not riding on a single

production and release and there is opportunity to fix issues while still keeping a project alive and healthy if a delivery were to lapse in the public eye.” Shu Yoshida, president of Playstation Worldwide Studios

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Fortnite: Battle Royale is changing the mindset of waterfall/stage gate process...

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What is the main drawback

  • n the Waterfall model?
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What is the main drawback

  • n the Waterfall model?

The main drawback of the waterfall model is the

difficulty of accommodating changes after the

process is underway. In principle, a phase has to be complete before moving onto the next phase.

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Fortnite success (finally) opens

  • pportunities to explore agile practices
  • n AAA computer games’ industry...
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Fortnite success (finally) opens

  • pportunities to explore agile practices
  • n AAA computer games’ industry...

more than 20 years of agile manifesto and 12 years we discuss that in academia!

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Computer game industry has several challenges to SE researches because

  • Conservative mindset
  • “It is more art than engineering”
  • “SE is for mortals; we need performance…”
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In fact, challenges opens several

  • pportunities for SE researches!!!

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Is computer games special?

  • Kasurinen [Kasurinen,2014] (as myself) suggested that game development

does not differ from other software development products.

  • However, Murphy-Hill [Murphy-Hill:2014] reported that computer game

development presents substantial differences with other software development.

  • There is an open debate to elucidate similarities and differences between CG

development and enterprise software development.

  • There is no clear consensus of how software and creativity intertwine during

game development. Similarities and differences have implications for research and industry that have not been deeply investigated yet.

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Game testing

  • Build models and new techniques for computer game testing
  • Applying automatic transformations and targets the early detection of

regression bugs.

  • Machine learning techniques and new approaches to automatically generate

and test large numbers of CG configurations to reduce the costs of manual testing.

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Computer game debugging

  • New techniques for computer game debugging
  • Using Swarm Debugging for CG
  • Crowd approaches to address debugging challenges in software development
  • The effort to debug CGs using a collaborative approach is a research
  • pportunity to explore.
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Build empirical theories and quality models for computer games

  • A deep comprehension of testing and debugging phenomena for CGs opens

an opportunity to explore new theories and quality models for CG

  • Practices and human factors in SEGA (creativity vs. technicalities);
  • Data-driven and machine learning SE to improve software quality practices in

CGs;

  • Building software quality models to support CG.
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"DDoS attacks pose a massive risk to online games," says Ben Albon, the lead

  • perations engineer at British games developer Jagex, which creates Runescape.

"MMORPGs are much less resilient to outages than other online services like websites and video streaming. When you and your friends are in the middle of a boss fight that you spent hours preparing for, then 30 seconds of disruption can easily be enough to ruin your entire evening."

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Game as a service

  • Game server technologies

○ Agone - https://github.com/GoogleCloudPlatform/agones

  • Cloud computing and serverless
  • Scaling, load balancing and resource optimization
  • Thinking of microservices
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Security

"DDoS attacks pose a massive risk to online games," says Ben Albon, the lead

  • perations engineer at British games developer Jagex, which creates Runescape.

"MMORPGs are much less resilient to outages than other online services like websites and video streaming. When you and your friends are in the middle of a boss fight that you spent hours preparing for, then 30 seconds of disruption can easily be enough to ruin your entire evening." https://www.wired.co.uk/article/fortnite-down-online-pc-ps4

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So, tons of

research

  • pportunities!!!

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Highlights

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Don’t worry, research ideas could take time to become mainstream (decades)…

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Research ideas pop up everywhere… So, listen carefully your colleagues, clients, users, etc...

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Computer games are a great sandbox and playground to state-of-art in SE and Computer Science.

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Mindset changes are in progress in Computer Games industry to embrace the agility and improve their process.…

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Scope management is the most important problem in Computer Games yet.

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Tones of research

  • pportunities, specially in

terms of architecture, testing, reliability, CI/CD, and

  • bservability.

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Let’s work together….

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… near to the nature!!! :-)

Fjord-du-Saguenay National Park

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Some references and sources

  • AWS re:Invent 2018: Epic Games Uses AWS to Deliver Fortnite to 200 Million Players at

https://aws.amazon.com/solutions/case-studies/EPICGames/

  • Newzoo 2018 Global games market report, Trends, insights, and projections towards 2021
  • https://www.svg.com/108467/untold-truth-fortnite/?utm_campaign=clip
  • Fortnite: An Unconventional Launch at https://youtu.be/j5rO7dKKhMo
  • What game developers can learn from Fortnite's rise at

https://appdevelopermagazine.com/what-game-developers-can-learn-from-fortnite's-rise/

  • Fortnite may improve our development cycles, July 11, 2018 by frost front games, posted in blog -

https://frostfrontpodcast.com/2018/07/11/fortnite-may-improve-our-development-cycles/

  • The Secrets Behind Fortnite's Massive 40 Million Player Success at

https://kotaku.com/the-secrets-behind-fortnites-massive-40-million-player-1822119730

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SLIDE 123

Challenges and Opportunities on Software Engineering for Computer Games

Fabio Petrillo

fabio.petrillo@uqac.ca fabio@petrillo.com @drfabiopetrillo (twitter)