Agile game development with Scrum

Author(s)

    • Keith, Clinton

Bibliographic Information

Agile game development with Scrum

Clinton Keith

(The Addison-Wesley signature series)

Addison-Wesley, c2010

  • : pbk

Available at  / 3 libraries

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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"

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