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MASTER'S THESIS

Transforming Game Design Models

into Domain-Specific Languages

using Model-Driven Engineering

I'm out to help make the structures I see in game design discourse more useful to game practice.

JOURNAL CONTENTS

Stage 1's MDE Research Review

Image: DLL pyramid's layers for entry, config, implementation.

  • Oct. 20, 2016 - Model-Driven Engineering (MDE) Sources

  • Oct. 27, 2016 - Results: one does not simply walk into MDE.

  • Nov. 3, 2016 - Clarified Position: A DSL-DLL Architecture

Stage 1's Class/Behavior Diagrams

Image: finding shared features of models for GameLoopsDSL.

  • Nov. 17, 2016 - Informal Diagrams

Stage 1's Artifact (DSL-DLL + EXE)

Image: prototyping GameLoopsDSL's game-usage demo.

  • Dec. 1, 2016 - Artifact Progress I: Automating v. Fine-tuning

  • Dec. 8, 2016 - AP II: Templates v. Virtual Interfaces in DLLs

  • Dec. 15, 2016 - AP III: Architectural Problems Summarized

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Stage 3's Thesis Tensions

Image: books fall in rows by degree of abstraction.

  • Jan. 13, 2016 - Refining Thesis' Identity

  • Jan. 19, 2016 - The Spectrum of Abstraction (SOA)

  • Jan. 26, 2016 - GameLoopsDSL v1.0, SOA Progress

Stage 3's Discussion & Artifacts

  • Feb. 2, 2017 - SOA vs. Patterns, Practices, and Logics

  • Feb. 9, 2017 - DungeonRankDSL & NarrativeGatesDSL

  • Feb. 16, 2017 - Beginning Thesis Paper (drafts private)

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Stage 1: An Embedded DSL for Game Loops

Stage 2's Metamodel Exploration

Image: a metamodel for state machines (Faunes et al 2013).

  • Dec. 1, 2016 - Research Plan Proposal

  • Dec. 8, 2016 - Metamodels' Two Parts + One Flaw

  • Dec. 15, 2016 - Not Metamodel, DSL-DLL Paradigm!

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Stage 2: A General Approach from Metamodels

Stage 3: The Spectrum of Abstraction between Models

Stage 1
Stage 2
Stage 3
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