A Taxonomy of Game Engines
A Taxonomy of Game Engines
A Taxonomy of Game Engines
ABSTRACT
Game engines are a vital part of a game production pipeline, but there is a vagueness
of definitions regarding the boundaries of components in a game engine and the rest of
the production tools used in a game development pipeline. The aim of this paper is to
nuance the use of the term game engine and to put it into the context of a game
development pipeline. Based on data from the current state of game production, a
proposed taxonomy for tools in game development is presented. A distinction is made
between user facing tools and product facing tools. A defining characteristic of the
production pipeline and game engines is their plasticity. One of the conclusions is that
a “game engine” as a single entity containing the whole game production pipeline is
not desirable due to the large number of competences and needs involved in a game
development project.
Keywords
Game development, production pipeline, game engine, development tools, taxonomy,
production studies
INTRODUCTION
The origin of this study was an attempt to survey what kind of technical localization
support there is in commonly used game engines. This idea was based on our previous
research, where it was identified that indie developers tend to realize that localization
is necessary rather late in the development process (Toftedahl, Backlund, & Engström,
2018). Our initial hypothesis for this paper was that developers with limited experience
of releasing games on a global market were not exposed to localization tools through a
game engine in the same way as other parts of game productions. Many of the popular
game engines have built-in tools for graphics, animation, networked play, AI etc., and
our initial approach was to scrutinize which game engines have built-in tools for
localization. During that process, it was soon evident that this initial approach was not
particularly interesting to investigate mainly due to the complex area of game
production and its related tools. The complexity regarding definitions and
interconnections of game engines and development tools made research on a specific
function within a game engine difficult. Instead, we chose to alter the focus of this
study and propose a taxonomy of game engines and the tools that drives game
production.
Game engines are software required for the development of modern games (Anderson,
Engel, Comninos, & McLoughlin, 2008). But what is a game engine, who use them –
and is it even possible to talk about a “game engine” as a single coherent entity? This
paper aims to investigate the current state of the game engine concept in relation to
game development and production; who in a game development project is likely to use
a game engine, which game engines are common in the game industry of today (i.e.
Proceedings of DiGRA 2019
© 2019 Authors & Digital Games Research Association DiGRA. Personal and educational classroom
use of this paper is allowed, commercial use requires specific permission from the author.
2019) and what features and functions does a game engine have? The intention with
this research is to deepen the understanding of the complexities of game development
and its production pipeline from the perspective of the diverse set of competences
involved in a game production.
The work processes in game development projects have often been studied from a
software engineering perspective, approaching games as a different type of software
product; Wang and Nordmark (2015) have through a survey, with game developers as
respondents, researched software architecture and creative processes in game
development focusing on the software architecture used in a game development project.
Their results indicate that the software architecture is important and has impact on the
manageability of the complex development situation, where many competences are
involved. Further, the findings from this study indicate that the game concept has an
impact on the software architecture and subsequently the choice of game engine. A
frequent use of “middleware” and other external third-party components was also
reported. They state that the technical aspects of game production have become easier
during the last 5 years (the study was conducted in 2012) but due to player demands
“…game development itself has not been become easier due to higher player
expectations and higher game complexity” (Wang & Nordmark, 2015, p. 283).
Murphy-Hill, Zimmermann, and Nagappan (2014) present a study focusing on the
differences between game development and software development, using surveys and
interviews with game developers from the triple-A industry (i.e. large projects with big
budgets). One of their findings is that game developers are reliant on in-house tools, an
area that is underrepresented in research. To systematically investigate these tool sets
is identified as an area of further research.
The goal of this paper is to highlight the role of a game engine in a game production
and the relation between a game engine and the other tools used in a game production
pipeline. To achieve this, a number of steps have been taken to better understand the
complex situations and connections found in game development projects. In
chronological order as presented in the paper, the steps are: (1) identifying the roles in
a game development project to get an understanding of who is likely to use a game
engine; (2) a study of which game engines are commonly used in the industry; and (3)
an overview of the definition(s) of game engines derived from previous research and
game industry sources. The analysis reveals that there is a great deal of misconceptions
regarding the tools used in game production and what role a game engine plays. We
address these misconceptions by proposing a taxonomy for tools used in game
production, including how game engines and other development tools are related to the
production pipeline. Our main message is that the most important entity is the
production pipeline and that this pipeline, as well as the game engine it contains, is
characterized by a very high degree of plasticity.
-- 2 --
ROLES IN A GAME DEVELOPMENT PROJECT
As previous research have stated (Hagen, 2009; O'Donnell, 2009; Tschang &
Szczypula, 2006; Zackariasson, Styhre, & Wilson, 2006) there is a multitude of
competences and roles involved in producing a game. Many of them are involved
directly in the production, thus using, or having to relate to the use of, a game engine
to make the game. Since the advent of digital distribution, even small scale productions
have the possibility to enter the market and reach large groups of consumers. The
traditional value chain of the game industry; including developers, publishers,
distributors and retailers commonly used in the triple-A big budget industry (Egenfeldt-
Nielsen, Smith, & Tosca, 2016; O'Hagan & Mangiron, 2013) is today not the only way
of releasing a game. This has paved the way for the “indie” game sector, where smaller
teams with smaller budgets can survive (and in some cases thrive) by selling games
(Payne & Steirer, 2014; Pereira & Bernardes, 2018). The production scope of triple-A
and indie differs though. Regardless of size, both production settings use some kind of
game engine.
One often cited source of information regarding the complexities of game development
is Game Development: Harder than you think, written by Jonathan Blow in 2004. The
article focuses on the complexities regarding game development and how game
development projects gradually have gotten even more complex over time. As an
example, a 3D game circa 1996 contains only a few modules for the base functions
(sound, 3D rendering, collision detection etc.) with low level of interconnections, while
a 3D game in 2004 contains four times as many modules with interconnections difficult
to track (Blow, 2004). (Whitson, 2018) describes how different development tools are
used by different developer roles in a project. While the main purpose of such tools are
to produce content, the tools used also acts as boundary objects helping the
development team to communicate scope and create a common vision for the project.
-- 3 --
Assassin's Creed: Odyssey development statistics
Studios Amount
Development studios 29
Administrative studios 26
Total studios 55
Teams Amount
Development teams 72
Administrative teams 125
Total teams 197
Roles Amount
Development roles 692
Administrative roles 385
Total roles 1077
Staff Amount
Developers 3355
Administrators 1033
Total staff 4388
Table 1: Statistics from the credit sequence of Assassin's Creed: Odyssey
The credit list is divided into the respective organizations involved, and we have
presented it as such. Studio is the over-arching entity (examples include Ubisoft
Québec, Ubisoft Chengdu etc.) which have a number of sub-entities, i.e. teams with
more specific roles within each studio (i.e. Development Team Ubisoft Québec:
Design, Development Team Ubisoft Chengdu: Narrative etc.). We have also chosen to
separate development from administration in the statistics since this is done to a large
extent in the credits sequence as well.
Of the 3355 developers credited we found 692 different roles within the development
teams. To get an overview of how the roles are weighted in relation to each other, i.e.
how many different programmers are there, we used MAXQDA to create a word cloud
of roles. We multiplied the occurrence of each role by the amount of people associated
with it (i.e. if 3 persons was credited as 3D Artist the data would look like 3D Artist,
3D Artist, 3D Artist) and created the word cloud (Figure 1).
-- 4 --
Tester and programmer were the two largest groups from the data set. There were also
a large number of people involved in translation and localization. In Table 2, the 10
most frequent words from the role word cloud are presented.
Word Frequency %
tester 415 9.1
programmer 402 8.8
manager 208 4.6
designer 154 3.4
technical 127 2.8
artist 111 2.4
gameplay 106 2.3
level 96 2.1
localization 77 1.7
translation 69 1.5
Table 2: Word count from the Assassin's Creed: Odyssey credits data,
derived from the word cloud created in MAXQDA.
All words are related to roles in the development. While some seems out of place (i.e.
technical, level or gameplay) they have a relation to a specific role like technical
programmer, gameplay animator or level designer.
In the case of Itch.io, information regarding game engines used in the released games
is available on an official statistics page3. The data is self-reported by the developers
and therefore some games may lack this information and/or information can be faulty,
making the data somewhat unreliable.
Steam, the largest digital distribution channel for digital games on the PC platform
(UBM, 2018), does not provide information directly like Itch.io does. Regardless of the
-- 5 --
lack of open data, Steam is still a widely used source of information to understand the
state of the game industry of today and several analyst firms and data aggregator sites
use available data (i.e. SteamDB4 and SteamSpy5) to give an overview of the current
situation. The statistics available are mostly related to the consumer and user side of
the store, with no or little information related to the development aspects.
By using the script Steam Engines developed by Github user limdingwen6 information
regarding the use of game engines used in games released on Steam has been compiled.
The finished list contains 49 281 game titles including expansions and downloadable
contents (DLCs). Approximately 15% of the gathered titles have information regarding
game engine.
The process to identify engines was conducted according to the following steps:
-- 6 --
Game Engine Number of projects % of total games
Unity 24200 47.3 %
Construct 6275 12.3 %
GameMaker 5643 11.0 %
Twine 3184 6.2 %
RPG Maker 1982 3.9 %
Bitsy 1683 3.3 %
PICO-8 1479 2.9 %
Unreal 1458 2.8 %
Godot 1274 2.5 %
Ren'Py 1008 2.0 %
Games with other engines 2993 5.9 %
Total games 51179
Table 3: Game engines used in games released on Itch.io (data collected
2018-12-28)
Other notable game engines used on the Itch.io platform are Construct (12 %) (Scirra,
2018), GameMaker (11 %) (YoYo Games, 2018) and Twine (6 %) (Klimas, 2009) –
game engines that mostly are associated with hobbyist or “indie” production. Due to
the nature of the Itch.io service, where hobbyists and indie developers can release
games with relatively little effort, the indie focus is not surprising. It is interesting to
see that Unreal is only used in approximately 3 % of the published games on Itch.io.
This share is on par with niche game engines such as PICO-87 and RPG Maker8, game
engines that have a very specific target audience and use. PICO-8 is a game engine and
game production platform that is based on specifications of a “fantasy console” with
harsh limitations to its technical specifications, while RPG Maker is targeted do
produce 2D games within the RPG genre.
The statistics from the use of game engines on Steam is presented in Table 4. The
number of total identified games including DLC and expansions is consistent with
industry reports regarding the matter. In an article on the gaming site PC Gamer
(Bolding, 2019) it is described that Steam as of January 2019 have approximately.
30,000 games and 21,000 DLCs, meaning that the data set at least have the total number
of game titles fairly correct. Since only approximately 13 % of the games in total have
been identified and tagged with a game engine, there is a large margin of error in the
data. The number of DLCs related to some titles is also apparent with an
overrepresentation of some game engines known to be used only in specific games.
Anvil, for example, only used in Ubisoft games such as the Assassin’s Creed series,
have 166 entries in the data set. The high number of Anvil titles is due to the DLCs
related to these games.
-- 7 --
% of total games
Game Engine Number of projects
identified
Unreal 1726 25.6 %
Unity 889 13.2 %
Source 270 4.0 %
Cryengine 238 3.5 %
Gamebryo 215 3.2 %
IW 192 2.9 %
Anvil 166 2.5 %
id Tech 113 1.7 %
Essence 73 1.1 %
Clausewitz 68 1.0 %
Identified games with other engines 3266 48.4 %
Total games identified 6743
Unknown/unidentified games 42538
Total games in Steam database
49281
(including DLC/expansions)
Table 4: Game engines used in games released on Steam (data from 2018-
12-20).
The overlap between the top 10 game engines on Itch.io and the Steam game engine
list is small; only Unity and Unreal are present in both lists. None of the other engines
from the Steam data set is present in the Itch.io data at all.
-- 8 --
engines in a more general way. Anderson (2011) presents a conceptual model of a
typical game engine (Figure 2) consisting of an Engine Core interfacing with; (1)
Application specific code, (2) Engine Modules (input, rendering functions etc.), (3) a
Resource Manager which in turn handles (4) external Game Assets.
As previously mentioned the term “game engine” has been identified as ambiguous
from a research perspective (Anderson, 2011; Messaoudi et al., 2015). To understand
the situation deeper, we have made an approach to capture the industry side of the term
as well. This approach has also been taken by O'Donnell (2014) who dubs the game
production pipeline as one of the most important parts of the game production process.
The production pipeline is described by O'Donnell (2014, p. 72) as the “…set of
technologies, standards, and practices through which art assets and design data flow
into the underlying game code”.
For this research, we have chosen to investigate how common current game engines
are described and marketed. Focusing on the engines from our game examples
(Assassin’s Creed: Odyssey and Undertale), as well as Unity and Unreal (the top results
from the market research) we cover a wide range of usage cases and game engine
categories.
-- 9 --
is describing game engines in general, there is also a description of the Unity game
engine itself:
-- 10 --
The main difference in the GameMaker description lies in its focus on single
development workflow. Compared to both Unity and Anvil, GameMaker does not
include references to external tools, focusing more on the provided internal set of tools.
The scope of a game development project can vary dramatically (i.e. one man
indie projects versus large scale triple-A productions)
There are a multitude of development tools used referred to as game engines
There is no uniform definition of scope in relation to the term game engine in
a production pipeline
While this is problematic from a game production perspective, the communication
within a game development project would benefit from having uniform definitions but
it also seems that the loose use of the term game engine can be problematic from a
publicity perspective as well. In an article on the gaming site Kotaku (Schreier, 2018)
it is reported about the backlash from fans regarding the game Fallout ’76 from the
game company Bethesda. Upon release, the game was receiving negative feedback
from the player community regarding bugs and performance issues, and questions were
raised about the game engine used would not be on par with technology used in other
games released at the time. The article is describing how a spokesperson from Bethesda
stated that they are continuing to use their tools even in forthcoming games and they
are happy with their editor. The spokesperson means that their tools are allowing the
developers to create content quickly and that they have implemented a new renderer as
a part of the tool set used. The term game engine was not mentioned by the
spokesperson in the statement. Still, there was a community backlash stating that their
game engine was outdated, where Schreier (2018) points out that the critics did not
grasp the complexity of a game production with its multitude of tools and competences.
In the article, Schreier (2018) is arguing that “An engine isn’t a single program or piece
of technology—it’s a collection of software and tools that are changing constantly”.
This example adds to the need of a uniform “game language” as proposed by Anderson
et al. (2008), but in a much wider context – involving the community aspects of
communication as well.
In addition, a specific example of how the ambiguous use of the game engine term can
be impacting the production is described by gaming site Eurogamer (Yin-Poole, 2019).
Eurogamer reports about the problems that the game studio Starbreeze encountered
while developing the game Overkill’s The Walking Dead. The article states that the
management of Starbreeze focused a lot of resources to buy and further develop an in-
house engine, Valhalla, with the intention to use the Valhalla engine in all Starbreeze
games. Developers interviewed in the article state that the Valhalla game engine was
essentially only a graphics renderer, with no tools attached to it: “It was just not good.
Like most engines, it had good potential, but it wasn't in a good place for people to
properly develop a game. That was the problem. It was just way too far behind in the
pipeline” a developer stated (Yin-Poole, 2019). It was later decided that the Valhalla
-- 11 --
engine should be replaced with Unreal, but the decision came late in the development
process and a lot of work had to be redone due to the switch of main production tools.
In our proposed taxonomy, the game production pipeline is the core production process
of a game where professionals from various disciplines create content that is assembled
and combined into a game that can be executed on a target platform. This idea is in line
with the findings presented by O'Donnell (2014). A game engine will be a part of this
pipeline, but as pointed out by O'Donnell (2009) there are many additional components
needed for an efficient game production. In the production pipeline, the connections
between tools can be automated or manual. Related to Messaoudi et al. (2015) where
they propose using the term “framework” as a description of the toolset to produce a
game, we would rather call it a production pipeline. The production pipeline can be
thought of as a factory assembly line, where many components are assembled by people
with different roles and work task with tools relevant to their specific work task. As we
identified in the case of Assassin’s Creed: Odyssey, many roles with different work
areas are involved in the production. The flow in the production pipeline is the data
generated by the tools. This data can for example be represented as files (e.g. graphical
assets) or database entries (e.g. dialog lines). An important part of the data is metadata
that can be used to steer the flow and to assemble the game.
In our taxonomy (Figure 3) we make a distinction between tools that are part of the
production pipeline (pipeline tools) and those that are not (non-pipeline tools). The
non-pipeline tools are used for other processes involved in game production such as
project planning, testing, marketing etc. It is outside the scope of this paper to go into
any detail of non-pipeline tools. The only exception is that this group includes tools for
making tools, something that is central for the plasticity of the pipeline. For the pipeline
tools we propose that a distinction is made between three different types:
Product facing tools (in the core engine, typically highly optimized)
User facing tools (typically with GUIs designed for specific tasks)
Tool facing tools (integration tools that connect different parts of the pipeline,
middleware that adds certain functionality)
-- 12 --
The product facing tools constitutes the core engine that handles the game simulation
and compiles the game for a target platform. This corresponds to the upper, right
rectangle in Figure 2. These components have received a lot of attention in the past
since they typically handle complex tasks such as rendering, physics and AI. In our
taxonomy we do not delve into any such details. The defining characteristic is that these
tools are product facing, i.e. the target platform plays a central role. The building to a
target platform is a complex process that involves transformations and bundling of both
code and assets. A main goal with the product facing tool is performance and quality.
These tools will hence have a strong focus on data structures, algorithms and
optimization.
The user facing tools are designed to support human developers to create game content.
Considering the wide range of competences involved in game production, these tools
vary enormously: writing editors, 2D drawing tools, 3D modelling software, Integrated
Development Environments (IDE) for programmers, audio mixers, etc. A main goal
with user facing tools is to support the creativity and productivity of game developers.
These tools will hence have a strong focus on usability.
The role of the tool facing tools is to create bridges between different tools in the
production pipeline or to add functionality with a middleware. These tools play a
central role for the efficiency in game production. They can be created as extensions,
or plug-ins to the other types of tools (e.g. as an export module) or they can be
standalone programs (e.g. a daemon) that translate and transfer data from one system
to another. These tools hence have a strong focus on interconnectivity and
functionality. Based on the defined tools we can define a game engine according to the
following:
-- 13 --
Figure 4: A model of the game production pipeline.
A typical characteristic of a game production pipeline, apparent from the quotes from
Unity and Unreal above, is its plasticity – tools can be altered or added depending on
the type of game being produced. This can, for example, be to create a design tool that
enables modeling of the game levels of a particular game. Some of the tools used have
this plasticity included in their native design. In other cases new tools are created. As
an example, Unity has inherent functionality to create custom inspectors and panels for
the various game components that are created. It also has support for different type of
plugin extension from third party software through its asset store. Note that the game
engine is drawn with a dashed line in Figure 4 indicating this plasticity. The border
between the game engine and other tools in the production pipeline is not of any major
importance. As long as the integration of the different tools is handled, they can be
located inside the engine or outside.
Depending on the type of game engine, some parts of the production will be conducted
with the user facing tools included in the game engine. Other parts will be running as
separate applications. As long as the tool facing tools are present, it will not make a
fundamental difference. Some connections between the user facing tools and other
parts of the pipeline is done via the tool facing tools, while some connections might be
done manually (represented by a dotted line in Figure 4). There may however be
practical implications of having a user facing tool integrated in the game engine or
provided as a standalone application. When many different types of user facing tools
are integrated in the game engine, there is a risk that the user interface becomes bloated
and the application will be large. With standalone tools the interface can be tailored for
the task and the application can be lightweight. Another aspect, not addressed in the
literature, is the risk associated with giving all developers access to all elements of the
game. There is always a risk for accidental changes or changes from a developer that
is unaware of the implications of the change.
Note that with our proposed taxonomy, the defining element of a game engine is the
core engine. The typical game engine will in addition to the core engine contain a
number of user facing tools. With our taxonomy, the general purpose game engine
corresponds to the “überengine” proposed by Anderson et al. (2008). We do not put a
requirement that the core engine should contain any particular elements. The core
engine for Twine, for example, does not have any components for 3D rendering,
physics etc. but is a relatively simple parser (Klimas, 2009). For a general purpose
engine (such as Unity) the core will have substantially more and complex components.
For complexity reasons, a game engine is not likely to include the whole production
pipeline. Only games developed in small teams in special purpose engines can handle
the whole pipeline in a single application (for instance GameMaker). Even Unity that
includes a lot of user facing tools, e.g. for animation and audio processing, depends on
external tools such as Visual Studio for script editing.
-- 14 --
It should be noted that this taxonomy is an abstraction and that a real production can
include more complex interconnections. The same modules can for example be shared
between tools. The tools outside the production pipeline can have dependencies on
objects in the production pipeline, e.g. analytics tools have components in game
binaries; planning tools relate to production entities, etc. It is also possible that the same
tool, e.g. Photoshop, is used in both the production pipeline (to create textures) and in
the non-production pipeline (to create promotion material).
Our approach to nuance the use of the game engine term and put it into a broader
perspective will hopefully help to avoid, or at least minimize the risk of, confusion in
the future – at least in a production setting. As we identified 692 separate roles in a
triple-A game production setting, it is evident that no single piece of software can
accommodate for all these perspectives.
The plasticity of the production pipeline is important and we believe that with our
proposed taxonomy, this plasticity is mirrored. The tool types identified are both
general and specific enough to be able to describe a large number of production
settings. As previous research relating to game engines has pointed out (Anderson et
al., 2008), a game engine can be produced to accommodate for a specific game genre
or technical foundation of a game. The data flow through the production pipeline is
worth to point out as an important factor here; the different tools are handling data in
different ways and the interchange between tools can be more or less automated.
The presented study reveals the need for more close-to-industry research and it is a
challenge to get reliable data, especially in the case of triple-A game production where
legal matters (such as non-disclosure agreements) and the sheer scope of production
makes it a daunting task to research. To get information regarding an in-house game
engine such as Anvil, we had to use unreliable sources such as Wikipedia. The indie
scene seems easier to get access to, due to a more open production environment (partly
thanks to the tradition of sharing knowledge). We would like to point out the
importance that the game research community takes the opportunity to create industry
relevant research to create long-lasting bonds with game developers in all production
setting and of all sizes.
-- 15 --
Finally, coming back to the original intentions of the presented study; it is interesting
to note that localization and translation is well represented among the professions
involved in a triple-A production (Figure 1 and Table 2). The inherent support for
localization is missing in Unity – one of the most popular general purpose engines. But
this does however not mean that all productions using Unity lacks such tools in their
production pipeline. Due to the possibility to expand the production pipeline with
external tools or plugins, localization tools might not be a big problem. It however
becomes a problem for inexperienced developers if they assume that Unity will handle
the whole production pipeline. This was apparent in our previous case study with indie
studios experiencing challenges when localization was added late in the production
process (Toftedahl et al., 2018).
FUTURE RESEARCH
Since the original idea of the paper was to understand how built-in functions affects
game production, we have some suggestions for future research. When identifying the
commonly used available game engines, we noticed that the origins of them differ.
Unreal has its origins as an in-house engine, made available publically at a later stage
in its life cycle, while Unity was created as an openly available product from the
beginning. How these different origins affected the included tools and pipeline
connections is a question for future studies to analyze.
ACKNOWLEDGMENTS
This research is funded by the EU Interreg ÖKS project Game Hub Scandinavia 2.0.
BIBLIOGRAPHY
Anderson, E. F. (2011, 2011). A Classification of Scripting Systems for Entertainment
and Serious Computer Games. Paper presented at the 2011 Third International
Conference on Games and Virtual Worlds for Serious Applications.
Anderson, E. F., Engel, S., Comninos, P., & McLoughlin, L. (2008). The case for
research in game engine architecture. Paper presented at the Proceedings of
the 2008 Conference on Future Play Research, Play, Share - Future Play '08.
Blow, J. (2004). Game Development: Harder than you think. Queue, 1(10), 28.
doi:10.1145/971564.971590
Bolding, J. (2019). Steam now has 30,000 games. https://www.pcgamer.com/steam-
now-has-30000-games/: PC Gamer.
Egenfeldt-Nielsen, S., Smith, J. H., & Tosca, S. P. (2016). Understanding video games:
The essential introduction (3 ed.): Routledge.
Epic Games. (2018). Unreal Engine [General Purpose Game Engine].
www.unrealengine.com: Epic Games.
Gregory, J. (2014). Game engine architecture: AK Peters/CRC Press.
Hagen, U. (2009). Where do Game Design Ideas Come From? Innovation and
Recycling in Games Developed in Sweden. Breaking New Ground: Innovation
in Games, Play, Practice and Theory. Proceedings of DiGRA 2009.
Klimas, C. (2009). Twine [Special Purpose Game Engine]. https://twinery.org.
Messaoudi, F., Simon, G., & Ksentini, A. (2015, 2015). Dissecting games engines: The
case of Unity3D.
Murphy-Hill, E., Zimmermann, T., & Nagappan, N. (2014). Cowboys, ankle sprains,
and keepers of quality: How is video game development different from software
development? Paper presented at the Proceedings of the 36th International
Conference on Software Engineering.
O'Donnell, C. (2009). The everyday lives of video game developers: Experimentally
understanding underlying systems/structures. Transformative Works and
Cultures, 2.
-- 16 --
O'Donnell, C. (2014). Developer's Dilemma: The Secret World of Videogame Creators:
The MIT Press.
O'Hagan, M., & Mangiron, C. (2013). Game Localization: Translating for the global
digital entertainment industry (Vol. 106): John Benjamins Publishing.
Payne, M. T., & Steirer, G. (2014). Redesigning game industries studies. Creative
Industries Journal, 7(1), 67-71. doi:10.1080/17510694.2014.892292
Pereira, L. S., & Bernardes, M. M. S. (2018). Aspects of Independent Game
Production: An Exploratory Study. Comput. Entertain., 16(4), 1-16.
doi:10.1145/3276322
Schreier, J. (2018). The Controversy Over Bethesda's 'Game Engine' Is Misguided.
https://kotaku.com/the-controversy-over-bethesdas-game-engine-is-
misguided-1830435351: Kotaku.
Scirra. (2018). Construct [Special Purpose Game Engine]. www.construct.net: Scirra
Ltd.
tobyfox. (2015). Undertale [Computer game]: tobyfox.
Toftedahl, M., Backlund, P., & Engström, H. (2018). Localization from an Indie Game
Production Perspective: Why, When and How? Paper presented at the DiGRA
'18 - Proceedings of the 2018 DiGRA International Conference: The Game is
the Message, Torino, Italy.
Tschang, F. T., & Szczypula, J. (2006). Idea creation, constructivism and evolution as
key characteristics in the videogame artifact design process. European
management journal, 24(4), 270-287.
Ubisoft. (2018). Assassin's Creed: Odyssey [Computer Game]: Ubisoft.
UBM. (2018). 2019 GDC State of the Game Industry. Retrieved from
http://reg.gdconf.com/GDC-State-of-Game-Industry-2019:
Unity Technologies. (2018). Unity [General Purpose Game Engine].
https://unity3d.com/unity.
Wang, A. I., & Nordmark, N. (2015). Software architectures and the creative processes
in game development. Paper presented at the International Conference on
Entertainment Computing.
Whitson, J. R. (2018). Voodoo software and boundary objects in game development:
How developers collaborate and conflict with game engines and art tools. New
Media & Society, 20(7), 2315-2332. doi:10.1177/1461444817715020
Wikipedia. (2018). AnvilNext. Retrieved 2019-01-25
https://en.wikipedia.org/wiki/AnvilNext
Yin-Poole, W. (2019). The fall of Starbreeze.
https://www.eurogamer.net/articles/2019-01-28-the-fall-of-swedish-game-
wonder-starbreeze: Eurogamer.
YoYo Games. (2018). GameMaker [Special Purpose Game Engine].
www.yoyogames.com: YoYo Games.
Zackariasson, P., Styhre, A., & Wilson, T. L. (2006). Phronesis and creativity:
Knowledge work in video game development. Creativity and Innovation
Management, 15(4), 419-429.
ENDNOTES
1
https://store.steampowered.com/sale/2018_so_far_top_sellers/, accessed 2019-01-20
2
https://store.steampowered.com/sale/2016_top_sellers/, accessed 2019-01-20
3
https://itch.io/game-development/engines/most-projects, accessed 2018-12-20
4
https://steamdb.info/
5
https://steamspy.com/
6
https://github.com/limdingwen/Steam-Engines, accessed 2018-12-20
7
https://www.lexaloffle.com/pico-8.php, accessed 2018-01-16
8
http://www.rpgmakerweb.com/, accessed 2018-01-16
9
https://unity3d.com/what-is-a-game-engine, accessed 2018-01-15
-- 17 --