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Agile Game Development with Scrum

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Agile Game Development with Scrum

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Description

  • Copyright 2010
  • Edition: 1st
  • eBook (Watermarked)
  • ISBN-10: 0-321-77044-7
  • ISBN-13: 978-0-321-77044-8

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.

Sample Content

Table of Contents

Foreword         xvii

Preface        xix

Acknowledgments         xxiii

About the Author         xxv

Part I: The Problem and the Solution        1

Chapter 1: The Crisis Facing Game Development         3

A Brief History of Game Development  4

The Crisis  10

A Silver Lining  11

Additional Reading  12

Chapter 2: Agile Development        13

Why Projects Are Hard         14

Why Use Agile for Game Development?  20

What an Agile Project Looks Like  28

The Challenge of Agile  32

Additional Reading  32

Part II: Scrum and Agile Planning        33

Chapter 3: Scrum         35

The History of Scrum  36

Scrum Parts  41

Scrum Roles  44

Customers and Stakeholders  54

Chickens and Pigs  55

Scaling Scrum  56

Summary  56

Additional Reading  57

Chapter 4: Sprints        59

The Big Picture  59

Planning  59

Tracking Progress  68

The Daily Scrum Meeting  74

Sprint Reviews  75

Retrospectives  78

Summary  84

Additional Reading  84

Chapter 5: User Stories  85

A Fateful Meeting  85

What Are User Stories?  87

Levels of Detail  88

Conditions of Satisfaction  90

Using Index Cards for User Stories  92

INVEST in User Stories  92

User Roles  97

Defining Done  99

Collecting Stories  100

Advantages of User Stories  103

Summary  105

Additional Reading  105

Chapter 6: Agile Planning  107

Why Agile Planning?  107

The Product Backlog  108

Estimating Story Size  112

Release Planning  117

Summary  124

Additional Reading  124

Part III: Agile Game Development         125

Chapter 7: Video Game Project Planning         127

Midnight Club Story  127

Minimum Required Feature Sets  128

The Need for Stages  130

The Development Stages  130

Mixing the Stages  132

Managing Stages with Releases  132

Production on an Agile Project  134

Summary  155

Additional Reading  155

Chapter 8: Teams         157

Great Teams  158

A Scrum Approach to Teams  159

Game Teams and Collaboration  168

Scaling and Distributing Scrum  173

Summary  188

Additional Reading  188

Chapter 9: Faster Iterations         189

Where Does Iteration Overhead Come From?  190

Measuring and Displaying Iteration Time  191

Personal and Build Iteration  193

Summary  201

Additional Reading  201

Part IV: Agile Disciplines         203

Chapter 10: Agile Technology         205

The Problems  205

An Agile Approach  210

Summary  220

Additional Reading  221

Chapter 11: Agile Art and Audio         223

The Problems We Are Solving with Agile  223

Concerns About Agile  225

Art Leadership  226

Art on a Cross-Discipline Team  227

Summary  232

Additional Reading  233

Chapter 12: Agile Design         235

The Problems  236

Designing with Scrum  237

Summary  247

Additional Reading  247

Chapter 13: Agile QA and Production        249

Agile QA  249

The Role of QA on an Agile Game Team  252

Agile Production  259

Summary  262

Additional Reading  263

Part V: Getting Started . 265

Chapter 14: The Myths and Challenges of Scrum  267

Silver Bullet Myths . 267

Fear, Uncertainty, and Doubt  269

Scrum Challenges  273

Summary  281

Additional Reading  282

Chapter 15: Working with a Publisher         283

The Challenges  284

Building Trust, Allaying Fear  288

Agile Contracts  293

Summary  300

Additional Reading  300

Chapter 16: Launching Scrum         301

The Three Stages of Adoption  301

Adoption Strategies  317

Summary  324

Additional Reading  324

Conclusion         325

Bibliography        327

Index        329

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