Agile game development with Scrum /

Keith, Clinton,

Agile game development with Scrum / Clinton Keith. - xxv, 340 pages : illustrations ; 24 cm. - The Addison-Wesley signature series . - Addison-Wesley signature series. .

"A Mike Cohn signature book"--Cover.

Includes bibliographical references and index.

The Problem and the Solution -- The Crisis Facing Game Development -- A Brief History of Game Development -- The Crisis -- A Silver Lining -- Additional Reading -- Agile Development -- Why Projects Are Hard -- Why Use Agile for Game Development? -- What an Agile Project Looks Like -- The Challenge of Agile -- Additional Reading -- Scrum and Agile Planning -- Scrum -- The History of Scrum -- Scrum Parts -- Scrum Roles -- Customers and Stakeholders -- Chickens and Pigs -- Scaling Scrum -- Summary -- Additional Reading -- Sprints -- The Big Picture -- Planning -- Tracking Progress -- The Daily Scrum Meeting -- Sprint Reviews -- Retrospectives -- Summary -- Additional Reading -- User Stories -- A Fateful Meeting -- What Are User Stories? -- Levels of Detail -- Conditions of Satisfaction -- Using Index Cards for User Stories -- INVEST in User Stories -- User Roles -- Defining Done -- Collecting Stories -- Advantages of User Stories -- Summary -- Additional Reading -- Agile Planning -- Why Agile Planning? -- The Product Backlog -- Estimating Story Size -- Release Planning -- Summary -- Additional Reading -- Agile Game Development -- Video Game Project Planning -- Midnight Club Story -- Minimum Required Feature Sets -- The Need for Stages -- The Development Stages -- Mixing the Stages -- Managing Stages with Releases -- Production on an Agile Project -- Summary -- Additional Reading -- Teams -- Great Teams -- A Scrum Approach to Teams -- Game Teams and Collaboration -- Scaling and Distributing Scrum -- Summary -- Additional Reading -- Faster Iterations -- Where Does Iteration Overhead Come From? -- Measuring and Displaying Iteration Time -- Personal and Build Iteration -- Summary -- Additional Reading -- Agile Disciplines -- Agile Technology -- The Problems -- An Agile Approach -- Summary -- Additional Reading -- Agile Art and Audio -- The Problems We Are Solving with Agile -- Concerns About Agile -- Art Leadership -- Art on a Cross-Discipline Team -- Summary -- Additional Reading -- Agile Design -- The Problems -- Designing with Scrum -- Summary -- Additional Reading -- Agile QA and Production -- Agile QA -- The Role of QA on an Agile Game Team -- Agile Production -- Summary -- Additional Reading -- Getting Started -- The Myths and Challenges of Scrum -- Silver Bullet Myths -- Fear, Uncertainty, and Doubt -- Scrum Challenges -- Summary -- Additional Reading -- Working with a Publisher -- The Challenges -- Building Trust, Allaying Fear -- Agile Contracts -- Summary -- Additional Reading -- Launching Scrum -- The Three Stages of Adoption -- Adoption Strategies -- Summary. Part I. 1. 2. Part II. 3. 4. 5. 6. Part III. 7. 8. 9. Part IV. 10. 11. 12. 13. Part V. 14. 15. 16.

0321618521 9780321618528

2010006513


Computer games--Programming
Agile software development
Scrum (Computer software development)

QA76.76.C672 / K45 2010

794.8151

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