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Platform-independent models (PIM) define the structure and the behavior of the games and a platform-specific model (PSM) describes the game control mapping. Automatic MOFscript transformations from these models generate the software prototype code in C++. As an example, Bubble Bobble has been prototyped in a few hours following the MDGD approach. The resulting code generation represents 93% of the game prototype.<\/jats:p>","DOI":"10.1145\/1541895.1541909","type":"journal-article","created":{"date-parts":[[2009,6,30]],"date-time":"2009-06-30T13:10:17Z","timestamp":1246367417000},"page":"1-9","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":31,"title":["Automatic prototyping in model-driven game development"],"prefix":"10.1145","volume":"7","author":[{"given":"Emanuel Montero","family":"Reyno","sequence":"first","affiliation":[{"name":"Software Engineering and Information Systems Research Group, Technical University of Valencia"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Jos\u00e9 \u00c1","family":"Cars\u00ed Cubel","sequence":"additional","affiliation":[{"name":"Software Engineering and Information Systems Research Group, Technical University of Valencia"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2009,6,24]]},"reference":[{"key":"e_1_2_1_1_1","doi-asserted-by":"publisher","DOI":"10.1145\/971564.971590"},{"key":"e_1_2_1_2_1","unstructured":"Church D. 1999. 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