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Agile game development : build, play, repeat / Clinton Keith.

By: Material type: TextTextSeries: Addison-Wesley signature seriesPublisher: New York : Addison-Wesley, [2020]Copyright date: 2021Edition: Second editionDescription: xxxvii, 532 pages : illustrations ; 24 cmISBN:
  • 9780136527817
  • 0136527817
Subject(s): DDC classification:
  • 794.8 KEI
Contents:
Part I. The Problem and the Solution -- 1. The Crisis Facing Game Development -- Agile and lean Development -- Part II. Scrum and Kanban -- 3. Scrum -- Sprints -- Great teams -- Kanban -- The project backlog -- Part III. Agile game development -- 8. User Stories -- Agile release Planning -- Video game project management -- Faster iterations -- Part IV. Agile Disciplines -- 12. Agile Technology -- Agile Art and Audio -- Agile Design -- Agile QA and Production -- Part V. Getting Started -- 16. The Myths and Challenges of Scrum -- Working with a Stackholders -- Team transformations -- Part VI. Growing beyond -- Coaching teams for greatness -- Self-organizaation and leadership -- Scaling Agile game teams -- Live game development -- There are no 'best' practices.
Holdings
Item type Current library Call number Status Date due Barcode
Standard Loan Clonmel Library Main Collection 794.8 KEI (Browse shelf(Opens below)) Checked out 21/10/2021 39002100644450

Enhanced descriptions from Syndetics:

The definitive guide to more effective and personally fulfilling game development with Agile Methods--now revamped to reflect ten more years of experience and improvements

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. Agile and Lean methods have revolutionized development in the game development industry. In Agile Game Development , long-time game developer and consultant Clinton Keith shows exactly how these methods have been successfully applied to the unique challenges of modern game development.

Clint has spent more than 25 years developing games and training and coaching hundreds of game development teams. Drawing on this unparalleled expertise, he shows how teams can use the practices of Scrum and Kanban, customized to game development, to deliver games more efficiently, rapidly, and cost-effectively; craft games that offer more entertainment value; and make life more fulfilling for development teams at the same time.
Contains several new chapters on live games, leadership, and coaching, including an all-new section on Agile for large teams of up to 1000 developers Updates to all chapters to reflect a decade of experience with more than 200 studios Now covering Kanban and other Agile approaches alongside Scrum Understanding Agile goals, roles, and practices in the context of game development Discovering how Agile benefits every specialty in game development from art to QA Communicating and planning your game's vision, features, and progress
Game developers and leaders are recognizing the modern challenges of gaming. Game development organizations need a far better way to work. Agile Game Development gives them that--and brings the profitability, creativity, and fun back to game development.

Includes bibliographical references and index.

Part I. The Problem and the Solution -- 1. The Crisis Facing Game Development -- Agile and lean Development -- Part II. Scrum and Kanban -- 3. Scrum -- Sprints -- Great teams -- Kanban -- The project backlog -- Part III. Agile game development -- 8. User Stories -- Agile release Planning -- Video game project management -- Faster iterations -- Part IV. Agile Disciplines -- 12. Agile Technology -- Agile Art and Audio -- Agile Design -- Agile QA and Production -- Part V. Getting Started -- 16. The Myths and Challenges of Scrum -- Working with a Stackholders -- Team transformations -- Part VI. Growing beyond -- Coaching teams for greatness -- Self-organizaation and leadership -- Scaling Agile game teams -- Live game development -- There are no 'best' practices.

Author notes provided by Syndetics

Over the course of 35 years, Clinton Keith has gone from programming avionics for advanced fighter jets and underwater robots to developing and leading on hit video game titles such as Midtown Madness , Midnight Clu b, and Darkwatch , among a dozen others as a CTO and Director of Product Development. He introduced the video game industry to Agile practices in 2003 and now trains and coaches video game teams. Clinton is the author of the first edition of this book, Agile Game Development with Scrum , and co-author of Gear Up! Advanced Game Practices . His website is www.ClintonKeith.com.

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