Integração das gestões de escopo e de pessoas para combater o crunch na indústria de jogos digitais
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Data
2022-12-15
Autores
Tambor, Lucca Augusto Torres
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Editor
Universidade Estadual Paulista (Unesp)
Resumo
Este trabalho teve como base uma análise da literatura referente ao
desenvolvimento de jogos, mais especificamente sobre como as gestões de escopo
e de recursos impactam negativamente um projeto quando feitas de forma precária e
como isso leva ao crunch - o trabalho excessivo dos desenvolvedores. Logo, o
objetivo deste trabalho foi encontrar as principais causas que levam ao crunch,
principalmente em meio a gestão do projeto, e então, foi proposto maneiras de
evitá-lo. Neste contexto, foi feito um levantamento em inúmeros postmortens de
projetos de jogos já concluídos que sofreram com a ocorrência de crunch, junto
também de uma análise sobre as suas consequências e os seus impactos, não
apenas nas pessoas envolvidas, mas também na qualidade do projeto em si. Como
resultado, um software foi proposto com o objetivo de melhorar a comunicação entre
desenvolvedores e gerentes de projeto. Tal software foi então avaliado por um
pequeno grupo de desenvolvedores que atuam na indústria de jogos digitais e a
maioria dos participantes concorda que um melhor acompanhamento de possíveis
problemas que começam a surgir no projeto e uma comunicação efetiva são a
melhor forma de combater a ocorrência de novos problemas, incluindo o crunch.
This paper was based on an analysis of the literature about game development, more specifically, the scope and resources managements, its effects on the project when done poorly, and how these lead to the crunch - the overwork of the developers. The goal of this paper was to find the causes that generate crunch, mainly the ones in project management, and ways to avoid the need for overwork were proposed. In this context, a survey was done on many postmortems of finished game projects that suffered from the crunch, together with an analysis of the consequences of the crunch, not only in the people who do it but also in the quality of the project. As a result, software that aims to improve the communication between developers and project managers was developed. Such software was evaluated by a small group of developers that have experience in the game industry, and the majority of them agreed that better monitoring of possible problems that start to pop up on the project and communication about these are the best ways to fight the occurrence of other problems, including crunch.
This paper was based on an analysis of the literature about game development, more specifically, the scope and resources managements, its effects on the project when done poorly, and how these lead to the crunch - the overwork of the developers. The goal of this paper was to find the causes that generate crunch, mainly the ones in project management, and ways to avoid the need for overwork were proposed. In this context, a survey was done on many postmortems of finished game projects that suffered from the crunch, together with an analysis of the consequences of the crunch, not only in the people who do it but also in the quality of the project. As a result, software that aims to improve the communication between developers and project managers was developed. Such software was evaluated by a small group of developers that have experience in the game industry, and the majority of them agreed that better monitoring of possible problems that start to pop up on the project and communication about these are the best ways to fight the occurrence of other problems, including crunch.
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Palavras-chave
Engenharia de Software, Indústria de jogos, Gerência de projetos, Game development, Scope management, Resources management, Crunch