André Wilson Brotto Furtado

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This paper proposes that computer games development, in spite of its inherently creative and innovative nature, is subject of systematic industrialization targeted at predictability and productivity. The proposed approach encompasses visual domain-specific languages, semantic validators and code generators to make game developers and designers to work more(More)
Media resources usage has significant impact on children literacy in the first school years in Brazil [5]. Computer software and tangible interfaces can help engage pupils in effective learning activities. Tangible interfaces built with familiar objects of our everyday lives such as wood and tissues are well accepted by pupils. In this work, we detail our(More)
Introducing reuse and software product line (SPL) concepts into digital game-development processes isn't a straightforward task. This work presents a systematic process for bridging SPLs to game development, culminating with domain-specific languages and generators streamlined for game subdomains. The authors present a game SPL for arcade games as a case(More)
This paper describes our experience in improving an ad hoc approach for creating domain-specific languages targeted at digital games, replacing it by a customization of more structured approaches in the domain-specific modeling literature. We give special focus on the benefits of partitioning the target game domain into prioritized sub-domains, as well as(More)
computer game product line definition and its architecture are specified and implemented by means of software factory assets, such as a visual designer based on a domain-specific language (DSL), semantic validators and code generators. The proposed approach is then illustrated and empirically validated by the creation of real world case studies. Finally, it(More)
This tutorial introduces the concepts of domain-specific modeling (DSM) and domain-specific languages (DSLs), presenting how the theory can be productively put into practice with the Microsoft Visual Studio DSL Tools. The required steps for applying DSM to the game development domain are specified, illustrated with the creation of a visual DSL for modeling(More)
The concept of user's routine intentions is focused on this paper. A proposal, based on this idea, is made to develop applications with enhanced usability. Its goal is to add new user interface (UI) specification techniques to already known UI description models, in order to make it possible to translate the user's most desired intentions into a discourse(More)
This poster presents an early state research regarding a proposal for a collaborative educational game development framework, <i>Cegadef</i>. The main purpose of Cegadef is to motivate the consolidation of an organized and structured web-based educational game development community, allowing educational games to be produced in a standardized and productive(More)
This paper presents a team model for collaborative educative game development processes. It specifies roles to the individuals involved in such kind of software lifecycle and establishes well-defined responsibilities to each one of them. The proposed model intends to avoid some already known limitations of educative games, such as the lack of involvement of(More)
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