Structured Development of Virtual Environments.
2014
There is now some research under way that should lead to useful guidance on the whole
VE development process; accounts exist which cover some of the development cycle (e.g.,
Grinstein & Southard, 1995; Green & Sun, 1995; Loftin, Bartasis, & Johnston, in press).
Guidance on design for VE usability has been published, for instance from groups at City
University in London (e.g., Kaur, 1998; Kaur Deol, Sutcliffe, & Maiden, 1999), at Virginia
Polytechnic (e.g., Gabbard, Hix, & Swan, 1999; Hix et al., 1999; chap. 34, this volume) and
chap. 46, this volume, at University of Nottingham (e.g., Neale, 2001; Tromp, 2001; Tromp
& Fraser, 1998; Tromp et al., 1998a). Notwithstanding the somewhat anarchic nature of the PCgames software industry, and especially the unstructured nature of their development alluded
to above, there are moves to better understand best practice in games development. Game
Developer Magazine, and especially its online archive at www.gamasutra.com, is a useful
source of contributions. These are mostly at the level of general principles but do have content
of relevance to VE development, to do with overall style, characters, levels of environment,
menus and other interface elements, use of sound, animation, and the artwork.
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