Estimating Risk and Testing Based on Change for Assets, Visual Code, and Textual Code

Video games are complex data driven software systems. The data is the levels and objects inside of the levels. These objects are programmed using visual programming languages and textual programming languages. Current software engineering support for visual languages is in its infancy and the tools that software engineers rely upon are often not available in visual languages. Companies like Electronic Arts rely on these languages and assets to create immersive entertaining video games, but as games increase in size and complexity so do quality issues and errors. We seek to provide insight to game designers and software developers to help them identify where errors and quality issues are coming from, whether it be a 3D model of a mountain range, or visual code that opens a door on a map.

Faculty Supervisor:

Abram Hindle

Student:

Partner:

Electronic Arts Canada (Burnaby, BC)

Discipline:

Computer science

Sector:

Information and cultural industries

University:

University of Alberta

Program:

Accelerate

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