New PDF release: Agile Game Development with Scrum

By Clinton Keith

ISBN-10: 0321618521

ISBN-13: 9780321618528

Deliver greater video games quicker, On Budget—And Make online game improvement enjoyable Again!

Game improvement is in crisis—facing bloated budgets, most unlikely schedules, unmanageable complexity, and dying march additional time. It’s no ask yourself such a lot of improvement studios are suffering to outlive. thankfully, there's a answer. Scrum and Agile equipment are already revolutionizing improvement outdoor the sport undefined. Now, long-time online game developer Clinton Keith indicates precisely tips on how to effectively follow those easy methods to the original demanding situations of video game development. 

Keith has spent greater than fifteen years constructing video games, seven of them with Scrum and agile equipment. Drawing in this remarkable services, he indicates how groups can use Scrum to carry video games extra successfully, quickly, and cost-effectively; craft video games that provide extra leisure worth; and make lifestyles extra pleasant for improvement groups even as.

You’ll discover ways to shape profitable agile groups that comprise programmers, manufacturers, artists, testers, and designers—and advertise powerful collaboration inside of and past these groups, through the whole strategy. From long-range making plans to growth monitoring and non-stop integration, Keith deals dozens of suggestions, methods, and solutions—all established firmly in truth and hard-won event.

Coverage includes
* realizing Scrum’s pursuits, roles, and practices within the context of online game development
* speaking and making plans your game’s imaginative and prescient, gains, and development
* utilizing iterative ideas to place your online game right into a playable kingdom each to 4 weeks— even daily
* supporting all workforce individuals reach their roles
* Restoring balance and predictability to the advance process
* handling ambiguous specifications in a fluid marketplace
* Scaling Scrum to massive, geographically disbursed improvement groups
* Getting begun: overcoming inertia and integrating Scrum into your studio’s present processes

Increasingly, video game builders and executives are spotting that issues can’t move at the manner they've got long ago. online game improvement organisations desire a much better method to paintings. Agile online game improvement with Scrum provides them that—and brings the profitability, creativity, and enjoyable again to video game improvement.

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Many of these projects go over budget and/or fail to stay on schedule. Most games developed are not profitable. The rising cost of game development and the impending death of the hit-or-miss model has created a crisis for game development in three main areas: less innovation, less game value, and a deteriorating work environment for developers. less innovation We will never create hit games every time, so we need to find ways to reduce the cost of making games and to catch big “misses” long before they hit the market.

In reality, we can’t really know everything about a game at the start. Knowledge comes only when we have the controller in hand and are playing the game at a decent frame rate on the target machine. The only way to recognize fun is to play it. In the early stages of the game, we have the greatest range of uncertainty. We learn more when we can shoot characters in the game. 1 demonstrates how uncertainty diminishes over the phases of a game or feature’s development. Uncertainty is highest at concept definition and slowly drops as a product or feature set is testable on the target machine.

Our creative group has lofty goals and the talent to match. Great Prototypes The early prototypes of Quintessential demonstrated a great deal of promise for the game, and we were able to develop them very quickly. For example, we demonstrated a system that allowed every part of the visible world to be destroyed. Although this feature wasn’t shipped with the game, it showed the capabilities of the technology early on. This drove considerable interest in the game, especially considering that the DVD was released around the same time the game hit the shelves.

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Agile Game Development with Scrum by Clinton Keith

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