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Agile game development with Scrum / Clinton Keith

O'Reilly Online Learning: Academic/Public Library Edition Available online

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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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