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Future Trends in Game Authoring Tools

Key:MRGS12
Author:Florian Mehm, Christian Reuter, Stefan Göbel, Ralf Steinmetz
Date:September 2012
Kind:In proceedings - use for conference & workshop papers
Publisher:Springer
Book title:Entertainment Computing - ICEC 2012
Editor:Marc Herrlich, Rainer Malaka, Maic Masuch
Number:LNCS 7522
Pages:536-541
ISBN:978-3-642-33541-9
Keywords:Authoring Tool, Procedural Content Generation, Domain-Specific Language, Multiplayer, In-Game Editing
Number of characters:16953
Research Area(s):Serious Games
Abstract:Authoring Tools for digital games are used to create games from scratch, integrate content and game mechanics easily and can assist in a multitude of ways in the production chain of a game. For example, they can allow non-programmers to work on the game logic by means of domain-specific or visual programming languages, increase the collaboration between team members by integrating computer-supported collaborative work techniques, assist in catching errors in the game by model checking and offer publishing to multiple platforms by saving games in an intermediate format which can be run on various systems. This already interesting and viable approach can be extended in a number of ways which we exemplify in this position paper to indicate possible future directions for game authoring tools.
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