D1.1 – Applied gaming asset methodology

Wim Westera, Stefanov Krassen, Wim Van der Vegt, Enkhbold Nyamsuren, Kiavash Bahreini, Eric Kluijfhout, Pedro Moreno Ger, Manuel Freire Moran, Atanas Georgiev, Alexander Grigorov, Pavel Boytchev, Dai Griffiths, Baltasar Fernandez Manjon, Samuel Mascarenhas, Ivan Martinez Ortiz, Matthias Hemmje

Research output: Book/ReportDeliverable

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Abstract

Together with the intermediate deliverable D1.4 (Month 18), this document explains how the RAGE project defines, develops, distributes and maintains a series of applied gaming software assets through a high-level methodology and infrastructure that are needed to support the work in the project, as well as after the project has ended. The asset creation methodology, the quality assurance considerations and the asset metadata requirements are merged together and implemented into a single asset creation wizard, which supports and guides asset owners through the process of asset submission to the Ecosystem portal. It complements the metadata editor that was developed earlier, but which in some respects turned out to be demanding for asset developers. The wizard was used and evaluated by all RAGE’s asset developers. Also, the metadata-viewer tool is briefly explained in this deliverable. Already before the (soft) external launch of the ecosystem portal, which is scheduled in month 36 (January 2018) external parties will be involved to explore the asset creation system and make judgements about its usability. Overall, the asset creation part and its alignment with the RAGE ecosystem portal has now been fully covered.
Original languageEnglish
Publication statusPublished - 1 Jun 2017

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Metadata
Ecosystems
Quality assurance

Keywords

  • RAGE
  • gaming assets
  • methodology
  • infrastructure

Cite this

Westera, W., Krassen, S., Van der Vegt, W., Nyamsuren, E., Bahreini, K., Kluijfhout, E., ... Hemmje, M. (2017). D1.1 – Applied gaming asset methodology.
Westera, Wim ; Krassen, Stefanov ; Van der Vegt, Wim ; Nyamsuren, Enkhbold ; Bahreini, Kiavash ; Kluijfhout, Eric ; Moreno Ger, Pedro ; Freire Moran, Manuel ; Georgiev, Atanas ; Grigorov, Alexander ; Boytchev, Pavel ; Griffiths, Dai ; Fernandez Manjon, Baltasar ; Mascarenhas, Samuel ; Martinez Ortiz, Ivan ; Hemmje, Matthias. / D1.1 – Applied gaming asset methodology. 2017.
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Westera, W, Krassen, S, Van der Vegt, W, Nyamsuren, E, Bahreini, K, Kluijfhout, E, Moreno Ger, P, Freire Moran, M, Georgiev, A, Grigorov, A, Boytchev, P, Griffiths, D, Fernandez Manjon, B, Mascarenhas, S, Martinez Ortiz, I & Hemmje, M 2017, D1.1 – Applied gaming asset methodology.

D1.1 – Applied gaming asset methodology. / Westera, Wim; Krassen, Stefanov; Van der Vegt, Wim; Nyamsuren, Enkhbold; Bahreini, Kiavash; Kluijfhout, Eric; Moreno Ger, Pedro; Freire Moran, Manuel; Georgiev, Atanas; Grigorov, Alexander; Boytchev, Pavel; Griffiths, Dai; Fernandez Manjon, Baltasar; Mascarenhas, Samuel; Martinez Ortiz, Ivan; Hemmje, Matthias.

2017.

Research output: Book/ReportDeliverable

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T1 - D1.1 – Applied gaming asset methodology

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AU - Krassen, Stefanov

AU - Van der Vegt, Wim

AU - Nyamsuren, Enkhbold

AU - Bahreini, Kiavash

AU - Kluijfhout, Eric

AU - Moreno Ger, Pedro

AU - Freire Moran, Manuel

AU - Georgiev, Atanas

AU - Grigorov, Alexander

AU - Boytchev, Pavel

AU - Griffiths, Dai

AU - Fernandez Manjon, Baltasar

AU - Mascarenhas, Samuel

AU - Martinez Ortiz, Ivan

AU - Hemmje, Matthias

PY - 2017/6/1

Y1 - 2017/6/1

N2 - Together with the intermediate deliverable D1.4 (Month 18), this document explains how the RAGE project defines, develops, distributes and maintains a series of applied gaming software assets through a high-level methodology and infrastructure that are needed to support the work in the project, as well as after the project has ended. The asset creation methodology, the quality assurance considerations and the asset metadata requirements are merged together and implemented into a single asset creation wizard, which supports and guides asset owners through the process of asset submission to the Ecosystem portal. It complements the metadata editor that was developed earlier, but which in some respects turned out to be demanding for asset developers. The wizard was used and evaluated by all RAGE’s asset developers. Also, the metadata-viewer tool is briefly explained in this deliverable. Already before the (soft) external launch of the ecosystem portal, which is scheduled in month 36 (January 2018) external parties will be involved to explore the asset creation system and make judgements about its usability. Overall, the asset creation part and its alignment with the RAGE ecosystem portal has now been fully covered.

AB - Together with the intermediate deliverable D1.4 (Month 18), this document explains how the RAGE project defines, develops, distributes and maintains a series of applied gaming software assets through a high-level methodology and infrastructure that are needed to support the work in the project, as well as after the project has ended. The asset creation methodology, the quality assurance considerations and the asset metadata requirements are merged together and implemented into a single asset creation wizard, which supports and guides asset owners through the process of asset submission to the Ecosystem portal. It complements the metadata editor that was developed earlier, but which in some respects turned out to be demanding for asset developers. The wizard was used and evaluated by all RAGE’s asset developers. Also, the metadata-viewer tool is briefly explained in this deliverable. Already before the (soft) external launch of the ecosystem portal, which is scheduled in month 36 (January 2018) external parties will be involved to explore the asset creation system and make judgements about its usability. Overall, the asset creation part and its alignment with the RAGE ecosystem portal has now been fully covered.

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