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Agile Game Development with Scrum

by: Keith Clinton

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On-line Price: $35.95 (includes GST)

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Retail Price: $44.95

Publisher: ADDISON-WESLEY,22.07.10

Category: Agile Development Level:

ISBN: 0321618521
ISBN13: 9780321618528

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Features and Benefits


    top


How Scrum and Agile methods can help game developers deliver better games faster, on budget - and start making money and having fun again!


# Why game development is in crisis - and how Agile methods can bring stability and predictability back to the process
# How to successfully adapt Scrum-based Agile best practices to the game industry's unique challenges
# Authored by seasoned industry veteran Clinton Keith, the foremost expert on Agile game development; edited by Mike Cohn, world-renowned Agile guru



Table of Contents

top


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



About the Authors

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Clinton Keith is an independent agile coach and Certified Scrum Trainer who helps game developers and nongame developers alike adopt Scrum, Extreme Programming, kanban, and other agile practices to greatly improve their productivity, workplace, and product quality.

Over the course of 25 years, Clint has gone from programming avionics for advanced fighter jets and underwater robots to overseeing programming for
hit video games such as Midtown Madness and Midnight Club. Clint has been a programmer, project director, CTO, and director of product development at
several studios. Through a series of presentations and his popular blog, Clint introduced the video game industry to Scrum in 2005. As CTO, Clint helped High Moon Studios achieve a place on IT Week Magazine's Top 50 Technology Innovators list in 2005 and 2006 and win several of San Diego Society for HR Management's Workplace Excellence Awards in 2005, 2006, and 2007.