Agile game development with Scrum
Author(s)
Bibliographic Information
Agile game development with Scrum
(The Addison-Wesley signature series)
Addison-Wesley, c2010
- : pbk
Available at 3 libraries
  Aomori
  Iwate
  Miyagi
  Akita
  Yamagata
  Fukushima
  Ibaraki
  Tochigi
  Gunma
  Saitama
  Chiba
  Tokyo
  Kanagawa
  Niigata
  Toyama
  Ishikawa
  Fukui
  Yamanashi
  Nagano
  Gifu
  Shizuoka
  Aichi
  Mie
  Shiga
  Kyoto
  Osaka
  Hyogo
  Nara
  Wakayama
  Tottori
  Shimane
  Okayama
  Hiroshima
  Yamaguchi
  Tokushima
  Kagawa
  Ehime
  Kochi
  Fukuoka
  Saga
  Nagasaki
  Kumamoto
  Oita
  Miyazaki
  Kagoshima
  Okinawa
  Korea
  China
  Thailand
  United Kingdom
  Germany
  Switzerland
  France
  Belgium
  Netherlands
  Sweden
  Norway
  United States of America
Note
Includes bibliographical references and index
"A Mike Cohn signature book"--Cover
Description and Table of Contents
Description
Deliver Better Games Faster, On Budget-And Make Game Development Fun Again!
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.
You'll learn to form successful agile teams that incorporate programmers, producers, artists, testers, and designers-and promote effective collaboration within and beyond those teams, throughout the entire process. From long-range planning to progress tracking and continuous integration, Keith offers dozens of tips, tricks, and solutions-all based firmly in reality and hard-won experience.
Coverage includes
Understanding Scrum's goals, roles, and practices in the context of game development
Communicating and planning your game's vision, features, and progress
Using iterative techniques to put your game into a playable state every two to four weeks- even daily
Helping all team participants succeed in their roles
Restoring stability and predictability to the development process
Managing ambiguous requirements in a fluid marketplace
Scaling Scrum to large, geographically distributed development teams
Getting started: overcoming inertia and integrating Scrum into your studio's current processes
Increasingly, game developers and managers are recognizing that things can't go on the way they have in the past. Game development organizations need a far better way to work. Agile Game Development with Scrum gives them that-and brings the profitability, creativity, and fun back to game development.
Table of Contents
Part I: The Problem and the Solution
Chapter 1: The Crisis Facing Game Development
Chapter 2: Agile Development
Part II: Scrum and Agile Planning
Chapter 3: Scrum
Chapter 4: Sprints
Chapter 5: User Stories
Chapter 6: Agile Planning
Part III: Agile Game Development
Chapter 7: Video Game Project Planning
Chapter 8: Teams
Chapter 9: Faster Iterations
Part IV: Agile Disciplines
Chapter 10: Agile Technology
Chapter 11: Agile Art and Audio
Chapter 12: Agile Design
Chapter 13: Agile QA and Production
Part V: Getting Started
Chapter 14: The Myths and Challenges of Scrum
Chapter 15: Working with a Publisher
Chapter 16: Launching Scrum
Conclusion
Bibliography
Index
by "Nielsen BookData"