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Call For Papers

1st Workshop on Software Engineering for Game Development (SE4Games)

Co-hosted with CBSoft 2025

Game development is no longer just an art—it is a highly complex software engineering challenge. Modern games rely on scalable architectures, AI-driven mechanics, and high-performance systems, requiring rigorous software engineering principles to ensure reliability, maintainability, and efficiency. Yet, while software engineering has advanced in many domains, the game development industry still faces unique challenges that require tailored solutions. As Brazil’s most prominent software engineering conference, CBSoft still lacks a dedicated forum for exploring the intersection of game development and software engineering. This is a significant gap, given Brazil’s rapidly growing game industry, thriving indie developers, and active academic community conducting advanced research in this field. The 1st CBSoft Workshop on Software Engineering for Game Development (SE4Games 2025) aims to fill this gap, establishing a dedicated space for students, researchers, and industry professionals to collaborate, exchange ideas, and advance software engineering practices in game development. This workshop focuses on software engineering for game development, covering serious and entertainment games, gamification, scalable game architectures, cloud gaming, AI-driven systems, adaptive gameplay, procedural content generation, automated testing, and performance optimization. By bringing this critical discussion to CBSoft, SE4Games 2025 seeks to become a landmark event, strengthening the bridge between academia and industry, driving innovation, and advancing game software engineering research.


Topics of Interest

SE4Games 2025 welcomes contributions at the intersection of software engineering and game development, encompassing entertainment games, serious games, and gamified systems. We are particularly interested in interdisciplinary, innovative, and impact-driven approaches across the areas listed below. These topics reflect core software engineering concerns—such as architecture, lifecycle models, quality assurance, tool support, and metrics—applied to the unique challenges of game development, system adaptation, and player-centered interaction.


Submission Guidelines

Papers may be submitted in Portuguese or English. Submissions in Portuguese do not require an English abstract. Submissions in English are strongly encouraged so that your research can be accessed by non-Portuguese speaking researchers. All papers must follow the SBC formatting guidelines and be submitted in PDF format via the JEMS system. This edition of SE4Games accepts two types of contributions:

Full Research Papers (Max. 7 pages + 1 page for references) We welcome original research or experience reports presenting novel ideas, results, or technical approaches in Software Engineering for Games. Papers should clearly describe the problem being addressed, the proposed solution or insight, their research questions, and its relevance to software engineering and game development practices.

Short Research Papers (Max. 3 pages + 1 page for references) We invite developers, designers, and engineers to share practical experiences applying software engineering principles to real-world game projects. Topics may include tools, testing, pipelines, design decisions, team practices, technical challenges, preliminary results, and lessons learned in production. All submissions must follow a double-blind review process. Thus, to preserve anonymity:

SE4Games encourages authors to share artifacts publicly. If anonymization is not feasible at submission time, links may be added to the camera-ready version upon acceptance.

Important Dates

Paper submission July 4, 2025 July 12, 2025
Author notification August 4, 2025
Camera-ready August 11, 2025
Workshop date September 23, 2025

Reviewing Process

The SE4Games workshop proceedings will be published as part of the CBSoft 2025 proceedings and made available online through the SBC Digital Library (SOL). The number of accepted papers will depend on the final program and the quality and quantity of submissions. The review process will follow a double-blind format: authors and reviewers must ensure anonymity. Each submission will be evaluated by three program committee members, selected for their expertise in areas aligned with the workshop's scope. The committee includes researchers and faculty from both Brazilian and international institutions.

Papers will be assessed based on:

  • Originality and timeliness
  • Technical contribution and soundness
  • Relevance to software engineering for game development
  • Methodological rigor
  • Verifiability, transparency, and replicability
  • Clarity, organization, and presentation
  • While not mandatory, submitting replication materials or artifacts is encouraged and will be viewed positively during evaluation.

Submissions will be desk-rejected if they:

  • Fall outside the workshop’s scope
  • Have been previously published
  • Do not follow formatting guidelines
  • Fail to comply with anonymization requirements

Use of AI (Artificial Intelligence) Tools

By submitting to SE4Games 2025, authors agree to comply with our AI usage policy, inspired by the guidelines from IEEE, ACM, and Springer. Listing AI tools (e.g., ChatGPT) as co-authors is not allowed nor submitting content fully generated by AI tools without human authorship or oversight. All submitted content must be the intellectual work of the listed human authors, who bear full responsibility for its originality, accuracy, and integrity.

Presentation and Publication

Accepted papers must be revised for the camera-ready version and submitted within the final deadline. At least one author must register and present the work during the SE4Games 2025 workshop.

Program

Time Session Details
14:00 – 14:03 Opening & Announcements -
14:03 – 14:33 Keynote Speaker Esteban Clua (UFF, Brazil)
Paper Session I
14:35 – 14:50 Paper “An Extensible Plugin for Integrating High-Performance Collision Detection Broad-Phase Algorithms into Unity”
Raul Costa Feitosa (Unifor, Brazil), Andréia Formico (Unifor, Brazil)
14:50 – 15:05 Paper “The Usability Engineering Lifecycle in Developing a Ludic Application about Scorpions for Children”
Natália Satie Motokubo Halker (UFABC, Brazil), André Luiz Brandão (UFABC, Brazil), João Paulo Gois (UFABC, Brazil)
15:05 – 15:20 Paper “Assessing Frontier LLMs in Solving Game Development Problems: Preliminary Findings Across Three Game Engines”
Thiago Vasconcelos (Unifor, Brazil), Adams Castro Filho (Unifor, Brazil), Guadalupe Ribeiro (Unifor, Brazil), Andréia Formico (Unifor, Brazil), Nabor Mendonça (Unifor, Brazil)
15:20 – 15:28 Short Paper “Consolidating a MAPE-K-Based Architecture for Dynamic Difficulty Adjustment: A Bottom-Up Approach”
Carlos Henrique Rorato Souza (UFG, Brazil), Luciana de Oliveira Berretta (UFG, Brazil), Sergio Carvalho (UFG, Brazil)
15:30 – 16:00 Coffee Break -
Paper Session II
16:00 – 16:15 Paper “An Open-Source Visual Tool for Modeling, Validating, and Exporting Decision Trees for Game Development”
Eduardo Martins (Unifor, Brazil), Rafael Garcia Barbosa (Unifor, Brazil), Andréia Formico (Unifor, Brazil)
16:15 – 16:30 Paper “Impactos da IA Generativa na Qualidade de Software de Jogos Digitais: Uma Análise da Indústria com Base na ISO 25010”
Izequiel Norões (Unifor, Brazil), Adriano Bessa (Unifor, Brazil)
16:30 – 16:45 Paper “Diretrizes baseadas em requisitos para o Design de Jogos Sérios para Pessoas com TEA”
Bruna Barbosa (UFG, Brazil), Luciana de Oliveira Berretta (UFG, Brazil), Sergio Carvalho (UFG, Brazil)
16:50 – 17:20 Panel “AI and the Future of Game Development”
Panelists: Tulio Caraciolo (Geppetto & Manifesto Games) and Nabor Mendonça (Unifor, Brazil)
17:20 – 17:30 Best Paper Award & Closing -

Keynote Speaker

Theme: Game Development in the Context of Software Engineering and Impacts in the Era of Generative AI

Esteban Clua
Esteban Clua

UFF

Esteban is a Full Professor at the Federal Fluminense University and General Director of UFF Medialab. His research focuses on Video Games, Virtual Reality, GPUs, Simulation, and Data Science. He co-founded SBGames and is currently President of SBC’s Special Interest Group on Games (CEJOGOS).

Panel

Theme: AI and the Future of Game Development

Tulio Caraciolo
Tulio Caraciolo

Geppetto & Manifesto Games

Game designer and entrepreneur.

Nabor Mendonça
Nabor Mendonça

Unifor

Professor and researcher in software engineering and AI.

Program Committee Co-Chairs

  • Andréia Formico (Unifor, Brazil)
  • Troy Kohwalter (UFF, Brazil)

John Doe
Andréia Formico

Unifor

Jane Smith
Troy Kohwalter

UFF



Program Commitee:

  • André Brandão (UFABC, Brazil)
  • Cristiano Politowski (Ontario Tech University, Canada)
  • Edirlei Soares de Lima (Breda University of Applied Sciences, The Netherlands)
  • Esteban Clua (UFF, Brazil)
  • Fabio Petrillo (ÉTS, Canada)
  • Fernando Trinta (UFC, Brazil)
  • Jucimar da Silva Junior (UEA, Brazil)
  • Kendra Cooper, Independent Scholar, Canada
  • Kiev Gama (Cin/UFPE, Brazil)
  • Marcela Pessoa (UEA, Brazil)
  • Nabor Mendonça (Unifor, Brazil)
  • Rodrigo Santos (UNIRIO, Brazil)
  • Windson Viana (UFC, Brazil)

  • John Doe
    André Brandão

    UFABC

    Jane Smith
    Cristiano Politowski

    Ontario Tech University

    Jane Smith
    Edirlei Soares de Lima

    BUAS

    Jane Smith
    Esteban Clua

    UFF

    Jane Smith
    Fabio Petrillo

    ÉTS

    Jane Smith
    Fernando Trinta

    UFC

    Jane Smith
    Jucimar da Silva Junior

    UEA

    Jane Smith
    Kendra Cooper

    Independent Scholar

    Jane Smith
    Kiev Gama

    Cin/UFPE

    Jane Smith
    Marcela Pessoa

    UEA

    Jane Smith
    Nabor Mendonça

    Unifor

    Jane Smith
    Rodrigo Santos

    UNIRIO

    Jane Smith
    Windson Viana

    UFC



    Contact

    If you have any questions regarding manuscript preparation or about the event in general, please do not hesitate to send an email to SE4Games2025@googlegroups.com