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Agile game development with Scrum / Clinton Keith.

By: Material type: TextTextSeries: Addison-Wesley signature seriesPublisher: Upper Saddle River, N.J. : Addison-Wesley, [2010]Copyright date: ©2010Description: xxv, 340 pages : illustrations ; 24 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 0321618521
  • 9780321618528
Subject(s): DDC classification:
  • 794.8151 22
LOC classification:
  • QA76.76.C672 K45 2010
Contents:
Part I. The Problem and the Solution -- 1. The Crisis Facing Game Development -- A Brief History of Game Development -- The Crisis -- A Silver Lining -- Additional Reading -- 2. Agile Development -- Why Projects Are Hard -- Why Use Agile for Game Development? -- What an Agile Project Looks Like -- The Challenge of Agile -- Additional Reading -- Part II. Scrum and Agile Planning -- 3. Scrum -- The History of Scrum -- Scrum Parts -- Scrum Roles -- Customers and Stakeholders -- Chickens and Pigs -- Scaling Scrum -- Summary -- Additional Reading -- 4. Sprints -- The Big Picture -- Planning -- Tracking Progress -- The Daily Scrum Meeting -- Sprint Reviews -- Retrospectives -- Summary -- Additional Reading -- 5. 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 -- 6. Agile Planning -- Why Agile Planning? -- The Product Backlog -- Estimating Story Size -- Release Planning -- Summary -- Additional Reading -- Part III. Agile Game Development -- 7. 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 -- 8. Teams -- Great Teams -- A Scrum Approach to Teams -- Game Teams and Collaboration -- Scaling and Distributing Scrum -- Summary -- Additional Reading -- 9. Faster Iterations -- Where Does Iteration Overhead Come From? -- Measuring and Displaying Iteration Time -- Personal and Build Iteration -- Summary -- Additional Reading -- Part IV. Agile Disciplines -- 10. Agile Technology -- The Problems -- An Agile Approach -- Summary -- Additional Reading -- 11. 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 -- 12. Agile Design -- The Problems -- Designing with Scrum -- Summary -- Additional Reading -- 13. Agile QA and Production -- Agile QA -- The Role of QA on an Agile Game Team -- Agile Production -- Summary -- Additional Reading -- Part V. Getting Started -- 14. The Myths and Challenges of Scrum -- Silver Bullet Myths -- Fear, Uncertainty, and Doubt -- Scrum Challenges -- Summary -- Additional Reading -- 15. Working with a Publisher -- The Challenges -- Building Trust, Allaying Fear -- Agile Contracts -- Summary -- Additional Reading -- 16. Launching Scrum -- The Three Stages of Adoption -- Adoption Strategies -- Summary.
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"A Mike Cohn signature book"--Cover.

Includes bibliographical references and index.

Part I. The Problem and the Solution -- 1. The Crisis Facing Game Development -- A Brief History of Game Development -- The Crisis -- A Silver Lining -- Additional Reading -- 2. Agile Development -- Why Projects Are Hard -- Why Use Agile for Game Development? -- What an Agile Project Looks Like -- The Challenge of Agile -- Additional Reading -- Part II. Scrum and Agile Planning -- 3. Scrum -- The History of Scrum -- Scrum Parts -- Scrum Roles -- Customers and Stakeholders -- Chickens and Pigs -- Scaling Scrum -- Summary -- Additional Reading -- 4. Sprints -- The Big Picture -- Planning -- Tracking Progress -- The Daily Scrum Meeting -- Sprint Reviews -- Retrospectives -- Summary -- Additional Reading -- 5. 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 -- 6. Agile Planning -- Why Agile Planning? -- The Product Backlog -- Estimating Story Size -- Release Planning -- Summary -- Additional Reading -- Part III. Agile Game Development -- 7. 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 -- 8. Teams -- Great Teams -- A Scrum Approach to Teams -- Game Teams and Collaboration -- Scaling and Distributing Scrum -- Summary -- Additional Reading -- 9. Faster Iterations -- Where Does Iteration Overhead Come From? -- Measuring and Displaying Iteration Time -- Personal and Build Iteration -- Summary -- Additional Reading -- Part IV. Agile Disciplines -- 10. Agile Technology -- The Problems -- An Agile Approach -- Summary -- Additional Reading -- 11. 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 -- 12. Agile Design -- The Problems -- Designing with Scrum -- Summary -- Additional Reading -- 13. Agile QA and Production -- Agile QA -- The Role of QA on an Agile Game Team -- Agile Production -- Summary -- Additional Reading -- Part V. Getting Started -- 14. The Myths and Challenges of Scrum -- Silver Bullet Myths -- Fear, Uncertainty, and Doubt -- Scrum Challenges -- Summary -- Additional Reading -- 15. Working with a Publisher -- The Challenges -- Building Trust, Allaying Fear -- Agile Contracts -- Summary -- Additional Reading -- 16. Launching Scrum -- The Three Stages of Adoption -- Adoption Strategies -- Summary.

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