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Agile game development with Scrum / Clinton Keith
- Format:
- Book
- Author/Creator:
- Keith, Clinton, autor.
- Series:
- Addison-Wesley Signature Series (Cohn)
- The Addison-Wesley signature series Agile game development with Scrum
- Language:
- English
- Physical Description:
- 1 recurso en línea (xi, 227 páginas) : ilustraciones
- Edition:
- 1st edition
- Place of Publication:
- Upper Saddle River, New Jersey : Addison Wesley, 2010
- System Details:
- text file
- Summary:
- Game development is in crisis—facing bloated budgets, impossible schedules, unmanageable complexity, and death march overtime. It’s no wonder so many development studios are struggling to survive. Fortunately, there is a solution. Scrum and Agile methods are already revolutionizing development outside the game industry. Now, long-time game developer Clinton Keith shows exactly how to successfully apply these methods to the unique challenges of game development. Keith has spent more than fifteen years developing games, seven of them with Scrum and agile methods. Drawing on this unparalleled expertise, he shows how teams can use Scrum to deliver games more efficiently, rapidly, and cost-effectively; craft games that offer more entertainment value; and make life more fulfilling for development teams at the same time.
- Contents:
- COVER
- CONTENTS
- FOREWORD
- PREFACE
- ACKNOWLEDGMENTS
- ABOUT THE AUTHOR
- Part I: The Problem and the Solution
- 1 The Crisis Facing Game Development
- A Brief History of Game Development
- The Crisis
- A Silver Lining
- Additional Reading
- 2 Agile Development
- Why Projects Are Hard
- Why Use Agile for Game Development?
- What an Agile Project Looks Like
- The Challenge of Agile
- Part II: Scrum and Agile Planning
- 3 Scrum
- The History of Scrum
- Scrum Parts
- Scrum Roles
- Customers and Stakeholders
- Chickens and Pigs
- Scaling Scrum
- Summary
- 4 Sprints
- The Big Picture
- Planning
- Tracking Progress
- The Daily Scrum Meeting
- Sprint Reviews
- Retrospectives
- Sprint Failures
- 5 User Stories
- A Fateful Meeting
- What Are User Stories?
- Levels of Detail
- Conditions of Satisfaction
- Using Index Cards for User Stories
- INVEST in User Stories
- User Roles
- Defining Done
- Collecting Stories
- Advantages of User Stories
- 6 Agile Planning
- Why Agile Planning?
- The Product Backlog
- Estimating Story Size
- Release Planning
- Part III: Agile Game Development
- 7 Video Game Project Planning
- Midnight Club Story
- Minimum Required Feature Sets
- The Need for Stages
- The Development Stages
- Mixing the Stages
- Managing Stages with Releases
- Production on an Agile Project
- 8 Teams
- Great Teams
- A Scrum Approach to Teams
- Game Teams and Collaboration
- Scaling and Distributing Scrum
- 9 Faster Iterations
- Where Does Iteration Overhead Come From?
- Measuring and Displaying Iteration Time
- Personal and Build Iteration
- Additional Reading.
- Part IV: Agile Disciplines
- 10 Agile Technology
- The Problems
- An Agile Approach
- 11 Agile Art and Audio
- The Problems We Are Solving with Agile
- Concerns About Agile
- Art Leadership
- Art on a Cross-Discipline Team
- 12 Agile Design
- Designing with Scrum
- 13 Agile QA and Production
- Agile QA
- The Role of QA on an Agile Game Team
- Agile Production
- Part V: Getting Started
- 14 The Myths and Challenges of Scrum
- Silver Bullet Myths
- Fear, Uncertainty, and Doubt
- Scrum Challenges
- 15 Working with a Publisher
- The Challenges
- Building Trust, Allaying Fear
- Agile Contracts
- 16 Launching Scrum
- The Three Stages of Adoption
- Adoption Strategies
- CONCLUSION
- BIBLIOGRAPHY
- INDEX.
- Notes:
- Description based on print version record.
- Bibliografía: p. 226-227.
- Description based on publisher supplied metadata and other sources.
- ISBN:
- 9786612568886
- 9780321670281
- 0321670280
- 9781282568884
- 1282568884
- 9780321670311
- 0321670310
- OCLC:
- 1027159020
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