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Agile game development with Scrum

✍ Scribed by Keith, Clinton


Publisher
Addison-Wesley Professional
Year
2010;2015
Tongue
English
Leaves
372
Series
The Addison-Wesley Signature Series;A Mike Cohn Signature Book
Edition
4th printing
Category
Library

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✦ Synopsis


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 Scrumgives them that--and brings the profitability, creativity, and fun back to game development.

✦ Table of Contents


Cover......Page 1
CONTENTS......Page 10
FOREWORD......Page 18
PREFACE......Page 20
ACKNOWLEDGMENTS......Page 24
ABOUT THE AUTHOR......Page 26
Part I: The Problem and the Solution......Page 28
1 The Crisis Facing Game Development......Page 30
A Brief History of Game Development......Page 31
The Crisis......Page 37
A Silver Lining......Page 38
Additional Reading......Page 39
2 Agile Development......Page 40
Why Projects Are Hard......Page 41
Why Use Agile for Game Development?......Page 47
What an Agile Project Looks Like......Page 55
Additional Reading......Page 59
Part II: Scrum and Agile Planning......Page 60
3 Scrum......Page 62
The History of Scrum......Page 63
Scrum Parts......Page 68
Scrum Roles......Page 71
Customers and Stakeholders......Page 81
Chickens and Pigs......Page 82
Summary......Page 83
Additional Reading......Page 84
Planning......Page 86
Tracking Progress......Page 95
The Daily Scrum Meeting......Page 101
Sprint Reviews......Page 102
Retrospectives......Page 105
Sprint Failures......Page 107
Additional Reading......Page 111
A Fateful Meeting......Page 112
What Are User Stories?......Page 114
Levels of Detail......Page 115
Conditions of Satisfaction......Page 117
INVEST in User Stories......Page 119
User Roles......Page 124
Defining Done......Page 126
Collecting Stories......Page 127
Advantages of User Stories......Page 130
Additional Reading......Page 132
Why Agile Planning?......Page 134
The Product Backlog......Page 135
Estimating Story Size......Page 139
Release Planning......Page 144
Additional Reading......Page 151
Part III: Agile Game Development......Page 152
Midnight Club Story......Page 154
Minimum Required Feature Sets......Page 155
The Development Stages......Page 157
Managing Stages with Releases......Page 159
Production on an Agile Project......Page 161
Additional Reading......Page 182
8 Teams......Page 184
Great Teams......Page 185
A Scrum Approach to Teams......Page 186
Game Teams and Collaboration......Page 195
Scaling and Distributing Scrum......Page 200
Additional Reading......Page 215
9 Faster Iterations......Page 216
Where Does Iteration Overhead Come From?......Page 217
Measuring and Displaying Iteration Time......Page 218
Personal and Build Iteration......Page 220
Additional Reading......Page 228
Part IV: Agile Disciplines......Page 230
The Problems......Page 232
An Agile Approach......Page 237
Summary......Page 247
Additional Reading......Page 248
The Problems We Are Solving with Agile......Page 250
Concerns About Agile......Page 252
Art Leadership......Page 253
Art on a Cross-Discipline Team......Page 254
Summary......Page 259
Additional Reading......Page 260
12 Agile Design......Page 262
The Problems......Page 263
Designing with Scrum......Page 264
Additional Reading......Page 274
Agile QA......Page 276
The Role of QA on an Agile Game Team......Page 279
Agile Production......Page 286
Summary......Page 289
Additional Reading......Page 290
Part V: Getting Started......Page 292
Silver Bullet Myths......Page 294
Fear, Uncertainty, and Doubt......Page 296
Scrum Challenges......Page 300
Summary......Page 308
Additional Reading......Page 309
15 Working with a Publisher......Page 310
The Challenges......Page 311
Building Trust, Allaying Fear......Page 315
Agile Contracts......Page 320
Additional Reading......Page 327
The Three Stages of Adoption......Page 328
Adoption Strategies......Page 344
Additional Reading......Page 351
CONCLUSION......Page 352
BIBLIOGRAPHY......Page 354
B......Page 356
C......Page 357
D......Page 358
G......Page 359
L......Page 360
P......Page 361
S......Page 363
T......Page 365
W......Page 366
Z......Page 367

✦ Subjects


Nonfiction;Games;Game Design;Science;Computer Science;Sports and Games;Academic;Programming


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