Book description
In Agile Game Development, Clinton Keith offered game development team members the first complete blueprint for leveraging the power of Scrum and Agile methods to deliver games more efficiently, rapidly, and cost-effectively; create games that offer more entertainment value; and make life more fulfilling for every development team member. Now, reflecting his unsurpassed experience helping more than 150 game development studios succeed, Keith has thoroughly revamped his classic guide for today’s radically transformed industry. The only Certified Scrum Trainer to help build 20 AAA-level games, Keith is singularly well-placed to help game developers solve the problems they actually face. In this edition, he:
Addresses the modern challenges of mobile, free-to-play, and Massively Agile games
Adds a completely new section on large-scale Agile game development, and new chapters on managing the first release, forming and leading Agile teams, game pipelines, and more
Presents many new date stories about the experiences of actual game development teams, with actionable takeaways
Illuminates advanced Agile projects through new “Things to Try” sidebars
Covers Kanban and other Agile methodologies as well as Scrum
Around the world, thousands of professional game developers have already used Agile Game Development to dramatically improve their effectiveness — and enjoy their work more. This 2nd Edition offers today’s professionals even more value — no matter what types of games they’re developing, what development roles they play, or what environments they’re working in.
Table of contents
- Cover Page
- About This eBook
- Halftitle Page
- Title Page
- Copyright Page
- Dedication Page
- Contents at a Glance
- Contents
- Foreword
- Preface
- Acknowledgments
- About the Author
- Part I: The Problem and the Solution
- Part II: Scrum and Kanban
- Part III: Agile Game Development
- Part IV: Agile Disciplines
- Part V: Getting Started
-
Part VI: Growing Beyond
- Chapter 19. Coaching Teams for Greatness
- Chapter 20. Self-Organization and Leadership
-
Chapter 21. Scaling Agile Game Teams
- The Solutions in This Chapter
- Challenges to Scaling
- Should You Scale Up?
- Scaling the Wrong Process
- The MAGE Framework
- The Product Backlog
- Team Organization
- Product Ownership
- Additional Roles
- Releases
- Sprints
- Managing Dependencies
- Distributed and Dispersed Development
- What Good Looks Like
- Summary
- Additional Reading
- Chapter 22. Live Game Development
- Chapter 23. There Are No “Best” Practices
- Conclusion
- Index
Product information
- Title: Agile Game Development: Build, Play, Repeat, 2nd Edition
- Author(s):
- Release date: July 2020
- Publisher(s): Addison-Wesley Professional
- ISBN: 9780136204831
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