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Rancang Bangun Komponen Sandbox pada Game Unity dengan Menerapkan Design Patterns dan Arsitektur Microservices Andhik Ampuh Yunanto; Fadilah Fahrul Hardiansyah; Adhiemas Andira Anantha Putra; Maulidan Bagus Afridian Rasyid; Ramadhany Candra Arif Putra
Jurnal Informatika Universitas Pamulang Vol 6, No 3 (2021): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/informatika.v6i3.10805

Abstract

Currently the game has covered a very broad market needs where games offer video content, products, Virtual Reality, and special events and game competitions. This offer is what triggers an increase in sales and an increase in revenue in the gaming industry. Due to increasingly fierce competition, game development companies must develop their products quickly and precisely in order to compete in today's game industry. However, rapid product development and the application of proper architecture are also problems, especially the products being developed are games with simulation or sandbox themes that have a high level of complexity. So we need an application that helps game development, especially the development of the sandbox component. The purpose of this study is to provide a library that helps the development of the sandbox component, where this library will apply the Design Patterns and Microservices Architecture to simplify the maintenance and development period of the game after release. This research is also working with the company for the development and validation. This research will develop several sandbox components and will apply a Design Pattern to each component. This proposed method has been tested by users who are experts in developing games. The results show that the application of the proposed method can be implemented and can run well. And the system built also gets a score with an average above 80% and good feedback from expert users. So that this research is expected to become an application that can help programmers later in developing a game application that is good and appropriate. As well as the applications built in this study can also provide recommendations in terms of development methods.
Pengembangan Aplikasi People Management dalam Software Development dengan Pendekatan Project Management Antipatterns Reza Aprillia Arshanty; Umi Sa'adah; Desy Intan Permata Sari; Maulidan Bagus Afridian Rasyid
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 9 No 4: November 2020
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1752.329 KB) | DOI: 10.22146/jnteti.v9i4.461

Abstract

Human factor in software development process is one of the determinants of success of a project, regardless of the technology and tools used. In practice, many project managers do not have any dataset about hard skills and soft skills of their members. This led the software development project team to be trapped in an antipatterns irrational management situation. Based on several main factors that cause software development project failures, a mitigation plan is needed to assist the project manager in managing human resources in their team. The mitigation plan that can be done is to develop people management applications based on principles of Project Management Antipatterns. This research proposes new modeling in the form of applications for people management in software development with the Project Management Antipatterns approach. The results given are in the form of mapping the developer team to the relevant task based on hard skills and soft skills possessed. Besides, this application also provides results in the form of treatment recommendations that can be done to the team to increase productivity and reduce the potential risks arising from the diagnosis of poor practice. The approach used is proven to be able to increase overall team productivity. The refactored solution also proved effective in reducing the value of antipatterns from one sprint to the next.