Agile game development with Scrum
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 outsi...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Upper Saddle River, New Jersey :
Addison Wesley
2010
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Edición: | 1st edition |
Colección: | Addison-Wesley Signature Series (Cohn)
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Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629317506719 |
Tabla de Contenidos:
- COVER
- CONTENTS
- FOREWORD
- PREFACE
- ACKNOWLEDGMENTS
- ABOUT THE AUTHOR
- 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
- Sprint Failures
- 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
- Additional Reading
- CONCLUSION
- BIBLIOGRAPHY
- INDEX.