Unit 09 Assignment 2
Fundamentals of Software Architecture
Instructor: Ami Tran
Student: Cyril Foday-Kailie
Table of Content:
1. Introduction of Management Summary
2.0 Scope and Definition
3.0 Overviews for Requirements and Concerns
4.0 General Architectural principles
5.0 Views
6.0 Important Scenarios
7.0 Quality Property Summary
8.0 Need to Know Board
9.0 References/appendices
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|Date |Version |Comment |
|19th.June 2010 |Draft AD Version 1 Presented by Learner Cyril |AD to be reviewed by Fantasy |
| |Foday-Kailie
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This has been viewed by stakeholders to be a green area of product line that can be principally marketable on the web online. Project Manager of Fantasy Games contracted a consultant architect to design software architecture to reflect the vision and blueprint of the organization in the view of releasing the product within a stipulated timeline as stated by the stakeholders. The new software will replace existing system and will bring to Fantasy Games new employment realities and extension of the product line.
In the view of the stakeholders, Fantasy Games is geared to make history in Gaming as a result of user demands for functional change in their current gaming architecture.
The new venture will not only open doors for employment but will appeal to newer gamers’ thereby expanding gaming market of Fantasy games
The Proposed Software will host a marketing portal and forum for Gamers and will capture private details and context about it customers.
The software will reflect functionality and resilience and it will reflect adaptability with upgrades.
The Software Architecture should adhere to the dictates and standards of IEEE 1471.
Architectural Perspectives
Agile software development has steadily gained momentum and acceptability over the decade as a variable approach of software development and it is a favorable perspective to design Fantasy
After the acquisition of EB Games, GameStop rose as the leading video game retailer in its industry. In an effort to sustain their position, GameStop will have to tackle several technological and sociocultural issues that have arisen from its competitive environment. The strategic objective we wish to accomplish in this analysis is to formulate a viable strategy that will continue GameStop’s growth in the industry to remain as the go to video gaming store for the video gaming enthusiast.
Video games are an ever-growing franchise that is constantly undergoing change. Ever since the dawn of video games, new consoles, games, developers, and teams have come together, fallen apart, triumphed, and failed. What is it that has allowed some to thrive where others failed? Several different factors have changed and influenced the world of gaming, including the history that is continuously being written, the people who have built the games behind the scenes, and, of course, the actual video games themselves. Numerous video games have been more successful than others, but identifying what components set the successful apart from the unsuccessful is something definitely worth observing.
• To enter the game industry is difficult because new entry should possess high technology skill, high capital and well distribution, it’s not easy to new entry.
The mainstream gamer enjoys games but may not finish every game they buy and doesn't have time for long MMO (Massive Multiplayer Online) quests. The mainstream gamer represents approx. 15% of the gaming market.
To achieve a distinction, I will be exploring the future of the gaming industry on each of the various platforms.
As is the case with the music industry, one of the biggest shifts to happen in the Videogames industry is the increase in accessibility of the tools and knowledge required to both develop and release videogames. This has given rise to the ‘Indie’ game movement, which consists of studios that are usually self-funded, have very few people working as staff and have the goal of successfully creating and releasing videogames without the need for financial help from any of the established videogame publishers. As a result of this, there is now an increase in demand for people working in videogame development.
In designing and building a payroll program for a large organization with offices spread across the country, which possesses quite a few changelings to overcome and must be done in a particular manner. Thus having the right application architecture is important where the design is concerned. Because the company has one large data center that each office connects to via a wide area network (WAN), hence the appropriate architecture for this solution would have to consist of a WAN diagram to be used in management of this project, along with system documentation, and information technology architecture documents to provide a visual representation of the network. A wide area networks (WANs) usually covers a large, physical area. And many WANs
The market for board games has seen annual increases of 10-20 per cent over the last decade, leading some to suggest we are in a “board game renaissance” (Carlson, 2013).
* Develop new online and instant ticket games and also suggest enhancements to the existing games.
Sometimes it seems like the computer game industry is dying, crushed to death by its own bulk. Every year more and more gaming companies get gobbled up into huge conglomerates like Electronic Arts, companies that mostly put out trash that is technically and visually impressive, but devoid of concept and content. However, there are some small gaming companies that buck the trend. While mostly just small groups of programmers and artists, some are huge unions of fans who, irritated with the dropping quality of computer games, have decided to use the power of the internet to get together and to produce games tailor-made to their personal preferences.
* Instead of focusing on one particular target segment (18 to 35 year-old male gamers with above average-education and high degree of comfort with new technology) further target segments should also be focused (e.g. women, children, occasional gamers and non-gamers). Some of the further customers require games which are easy to play because they have a low degree of comfort with new technologies. Furthermore some of them don’t want to invest a significant amount of their time to learn and play these games because of their busy lives.
Agile is an iterative and incremental (evolutionary) approach to software development which is performed in a highly collaborative manner by self-organizing teams within an effective governance framework, with "just enough" ceremony, that produces high quality solutions, in a cost effective and timely manner which meets the changing needs of its stakeholders [1].
Finally new online companies are creating new games that do not need a console so they can be played easily, anytime and anywhere. This factor affects our sales dramatically because our product might be seen as old fashion.
Legealian is a gaming application that was started by college students and needs an investment for adding new features that could make it comparatively different from its existing competitors. They want to add offline features to their application as most of their competitors only operate their games online, with the use of the Internet. This report will provide an insight about the potential investors that would value its features, the investment plan and the returns on the project. Moreover, the report will display a detailed analysis and what could be the possible investment pitches and what is the potential investors exit plans to help reduce the risk in investment and have high returns in the project. Possible investment pitch one- an initial investment of half a million pounds for having 20% equity with shareholder rights. Pitch two- an initial investment of one million pounds for the return of the investment in four years and two months. Pitch three- an initial investment of one million pounds with a share of profit of 10% for 10 consecutive years.
The video game console industry is a very competitive segment. This segment requires a keen eye on product development as well as strategic product marketing and a rather large logistics arm to ensure rapid distribution to targeted areas. Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY'2012. Even so with the advent of new video game players in the industry, the revenues decreased by 11.7% compared to