Video Game Project Management Anti-patterns. Ullmann, G. C., Politowski, C., Gu�h�neuc, Y., Petrillo, F., & Montandon, J. E. In Proceedings of the 6<sup>th</sup> International Workshop on Games and Software Engineering (GAS), pages 9–15, May, 2022. ACM Press. 7 pages.
Paper abstract bibtex Project Management anti-patterns are well-documented in the software-engineering literature, and studying them allows under-standing their impacts on teams and projects. The video game de-velopment industry is known for its mismanagement practices, and therefore applying this knowledge would help improve game developers' productivity and well-being. In this paper, we map project management anti-patterns to anti-patterns reported by game de-velopers in the gray literature. We read 440 postmortem problems, identified anti-pattern candidates, and related them with definitions from the software-engineering literature. We discovered that most anti-pattern candidates could be mapped to anti-patterns in the software-engineering literature, except for Feature Creep, Feature Cuts, Working on Multiple Projects, and Absent or Inadequate Tools. We discussed the impact of the unmapped candidates on the development process while also drawing a parallel between video games and traditional software development. Future works include validating the definitions of the candidates via survey with practitioners and also considering development anti-patterns.
@INPROCEEDINGS{Ullmann22-GAS-VideoGamesProjectManagementAPs,
AUTHOR = {Gabriel Cavalheiro Ullmann and Cristiano Politowski and
Yann-Ga�l Gu�h�neuc and Fabio Petrillo and Jo�o Eduardo Montandon},
BOOKTITLE = {Proceedings of the 6<sup>th</sup> International Workshop on Games and Software Engineering (GAS)},
TITLE = {Video Game Project Management Anti-patterns},
YEAR = {2022},
OPTADDRESS = {},
OPTCROSSREF = {},
EDITOR = {Kendra Cooper},
MONTH = {May},
NOTE = {7 pages.},
OPTNUMBER = {},
OPTORGANIZATION = {},
PAGES = {9--15},
PUBLISHER = {ACM Press},
OPTSERIES = {},
OPTVOLUME = {},
KEYWORDS = {Topic: <b>Video game development</b>,
Topic: <b>Code and design smells</b>, Venue: <i>GAS</i>},
URL = {http://www.ptidej.net/publications/documents/GAS22a.doc.pdf},
PDF = {http://www.ptidej.net/publications/documents/GAS22a.ppt.pdf},
ABSTRACT = {Project Management anti-patterns are well-documented in
the software-engineering literature, and studying them allows
under-standing their impacts on teams and projects. The video game
de-velopment industry is known for its mismanagement practices, and
therefore applying this knowledge would help improve game developers'
productivity and well-being. In this paper, we map project management
anti-patterns to anti-patterns reported by game de-velopers in the
gray literature. We read 440 postmortem problems, identified
anti-pattern candidates, and related them with definitions from the
software-engineering literature. We discovered that most anti-pattern
candidates could be mapped to anti-patterns in the
software-engineering literature, except for Feature Creep, Feature
Cuts, Working on Multiple Projects, and Absent or Inadequate Tools.
We discussed the impact of the unmapped candidates on the development
process while also drawing a parallel between video games and
traditional software development. Future works include validating the
definitions of the candidates via survey with practitioners and also
considering development anti-patterns.}
}
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