In this article, we propose to use the Discrete EVent system Specification (DEVS) formalism to describe and execute graph transformation control structures. We provide a short review of existing programmed graph rewriting systems, listing the control structures they provide. As DEVS is a timed, highly modular, hierarchical formalism for the description of reactive systems, control structures such as sequence, choice, and iteration are easily modelled. Non-determinism and parallel composition also follow from DEVS’ semantics. The proposed approach is illustrated through the modelling of a simple PacMan game, first in AToM3 and then using DEVS. We show how the use of DEVS allows for modular modification of control structure.