Agile Game Development with Scrum

Author:   Clinton Keith
Publisher:   Pearson Education (US)
ISBN:  

9780321618528


Pages:   384
Publication Date:   03 June 2010
Replaced By:   9780136527817
Format:   Paperback
Availability:   Awaiting stock   Availability explained


Our Price $105.57 Quantity:  
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Agile Game Development with Scrum


Overview

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 revolutionising 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

Full Product Details

Author:   Clinton Keith
Publisher:   Pearson Education (US)
Imprint:   Addison-Wesley Educational Publishers Inc
Dimensions:   Width: 17.90cm , Height: 2.00cm , Length: 23.00cm
Weight:   0.610kg
ISBN:  

9780321618528


ISBN 10:   0321618521
Pages:   384
Publication Date:   03 June 2010
Audience:   Professional and scholarly ,  Professional & Vocational
Replaced By:   9780136527817
Format:   Paperback
Publisher's Status:   Out of Print
Availability:   Awaiting stock   Availability explained

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       

Reviews

If you've ever felt that gaps exist between 'traditional' software development using Scrum and video game development using Scrum, this book is for you. Clinton effectively bridges those gaps by covering the adjustments necessary for disciplines, individual roles, and processes and project phases unique to game development, thoroughly supporting it with explicit examples and practical advice. Simply put, a must-read for game developers that are currently using or plan to implement Scrum or other agile processes within their company. --Jeff Lindsey, Producer, Longtail Studios I wish Clinton Keith could go back and write this book 15 years ago--it would have helped me see things a lot differently. Agile Game Development with SCRUM is a one stop shop for game teams interested in using scrum techniques. --CJ Connoy, Game Producer, Treyarch By the time you wake up and realize that you really need this book, your project will probably be too far gone. Dive into agile before it's too late and let Clinton be your guide. Tested under the fires of true game production, everyone involved in game development will gain from reading Clinton's wisdom. --Jason Della Rocca, Founder, Perimeter Partners, and former Executive Director of the International Game Developers Association Clinton Keith has written an excellent book for both practitioners and students. He combines an in-depth analysis of the challenges of large scale game development with hands-on advice on the use of Scrum. His often funny anecdotes illustrate that this guy has really experienced the heat of large computer games projects. --Bendik Bygstad, Professor of Information Systems, The Norwegian School of IT Clinton Keith combines his experience as both video game developer and agile practitioner to apply Scrum philosophy to the unique challenges of video game development. Clint clearly explains the philosophy behind Scrum, going beyond theory and sharing his experiences and stories about its successful application at living, breathing development studios. --Erik Theisz, Senior Producer, 38 Studios Clinton has combined his extensive game and software development experiences with agile methodologies. The result is a thoughtful, clear, and, most importantly, realistic application of agile to game development. --Senta Jakobsen, Senior Development Director, DICE


Author Information

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.  

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