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Agile Game Development with Scrum - Clinton Keith

Agile Game Development with Scrum

(Autor)

Buch | Softcover
384 Seiten
2010
Addison-Wesley Educational Publishers Inc (Verlag)
978-0-321-61852-8 (ISBN)
CHF 89,75 inkl. MwSt
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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.

Clinton Keith is an independent agile coach and Certified Scrum Trainer who helps game developers and nongame developers alike adopt Scrum, Extreme Programming, kanban, and other agile practices to greatly improve their productivity, workplace, and product quality. Over the course of 25 years, Clint has gone from programming avionics for advanced fighter jets and underwater robots to overseeing programming for hit video games such as Midtown Madness and Midnight Club. Clint has been a programmer, project director, CTO, and director of product development at several studios. Through a series of presentations and his popular blog, Clint introduced the video game industry to Scrum in 2005. As CTO, Clint helped High Moon Studios achieve a place on IT Week Magazine’s Top 50 Technology Innovators list in 2005 and 2006 and win several of San Diego Society for HR Management’s Workplace Excellence Awards in 2005, 2006, and 2007. For more information, visit www.ClintonKeith.com.  

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        

Erscheint lt. Verlag 3.6.2010
Reihe/Serie The Addison-Wesley Signature Series
Verlagsort New Jersey
Sprache englisch
Maße 179 x 230 mm
Gewicht 610 g
Themenwelt Informatik Software Entwicklung Agile Software Entwicklung
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 0-321-61852-1 / 0321618521
ISBN-13 978-0-321-61852-8 / 9780321618528
Zustand Neuware
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