Book Notes: Agile Game Development with Scrum - Clinton Keith


In this book you will learn how to form successful agile teams that and promote effective collaboration within and beyond those teams, throughout the entire process.

Summary

Title: Agile Game Development with Scrum
Author: Clinton Keith
Themes: Agile, Career, Cases, Technology, Management
Year: 2010
Publisher: Addison-Wesley
ISBN: 0321670310, 9780321670311
Pages: 227

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. 

"... Because Scrum is iterative and incremental and forces a team to put the game into a playable state at least every two to four weeks, the team members can see new features and scenarios develop right before their eyes..."

Clinton 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.

This book helps you in understanding Scrum’s goals, roles, and practices in the context of game development, helping to communicate and planning your game’s vision, features, and progress. 


In Agile Game Development with Scrum, Clint shares his experience and insights, telling us everything we need to know to successfully use Scrum in the challenging field of game development. 

In doing so, he provides an introduction to agile and Scrum and tells us how they can help manage the
increasing complexity facing most game development efforts. 

Along the way, Clint offers invaluable guidance on getting all the specialists who are necessary on a game project to work together in an agile manner. He even delves into how to use Scrum when working with a publisher. 

In providing all of this guidance, Clint doesn’t shy away from the challenges. Instead, he generously shares his advice so that we can perhaps avoid some of them.

It condenses much information from a number of fields of agile product development and applies it to the game industry’s unique ecosystem. It’s based on the experiences of dozens of studios that have shipped games using agile over the past six years

Chapters of the Book:

I. The Problem and the Solution
   1 The Crisis Facing Game Development
   2 Agile Development

II. Scrum and Agile Planning
   3 Scrum
   4 Sprint
   5 User Stories
   6 Agile Planning

III. Agile Game Development
   7 Video Game Project Planning
   8 Teams
   9 Faster Iterations

IV. Agile Disciplines
   10 Agile Technology
   11 Agile Art and Studio
   12 Agile Design
   13 Agile QA and production

V. Getting Started
   14 The Myths and Challenges of Scrum
   15 Working with a Publisher
   16 Launching Scrum


Thank you! I hope you enjoyed!

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