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In Agile Game Development, Clinton Keith offered game development team members the first complete blueprint for leveraging the power of Scrum and Agile methods to deliver games more efficiently, rapidly, and cost-effectively; create games that offer more entertainment value; and make life more fulfilling for every development team member. Now, reflecting his unsurpassed experience helping more than 150 game development studios succeed, Keith has thoroughly revamped his classic guide for todayGÇÖs radically transformed industry. The only Certified Scrum Trainer to help build 20 AAA-level games, Keith is singularly well-placed to help game developers solve the problems they actually face. In this edition, he:
- Addresses the modern challenges of mobile, free-to-play, and Massively Agile games
- Adds a completely new section on large-scale Agile game development, and new chapters on managing the first release, forming and leading Agile teams, game pipelines, and more
- Presents many new date stories about the experiences of actual game development teams, with actionable takeaways
- Illuminates advanced Agile projects through new GÇ£Things to TryGÇ¥ sidebars
- Covers Kanban and other Agile methodologies as well as Scrum
This 2nd Edition offers todayGÇÖs game developers even more value GÇô no matter what types of games theyGÇÖre developing, what development roles they play, or what environments theyGÇÖre working in.
In Agile Game Development, Clinton Keith offered game development team members the first complete blueprint for leveraging the power of Scrum and Agile methods to deliver games more efficiently, rapidly, and cost-effectively; create games that offer more entertainment value; and make life more fulfilling for every development team member. Now, reflecting his unsurpassed experience helping more than 150 game development studios succeed, Keith has thoroughly revamped his classic guide for todayGÇÖs radically transformed industry. The only Certified Scrum Trainer to help build 20 AAA-level games, Keith is singularly well-placed to help game developers solve the problems they actually face. In this edition, he:
- Addresses the modern challenges of mobile, free-to-play, and Massively Agile games
- Adds a completely new section on large-scale Agile game development, and new chapters on managing the first release, forming and leading Agile teams, game pipelines, and more
- Presents many new date stories about the experiences of actual game development teams, with actionable takeaways
- Illuminates advanced Agile projects through new GÇ£Things to TryGÇ¥ sidebars
- Covers Kanban and other Agile methodologies as well as Scrum
This 2nd Edition offers todayGÇÖs game developers even more value GÇô no matter what types of games theyGÇÖre developing, what development roles they play, or what environments theyGÇÖre working in.
Über den Autor
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 Club, 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 [...]
Inhaltsverzeichnis
Foreword xxvii
Preface xxix
Part I: The Problem and the Solution 1
Chapter 1: The Crisis Facing Game Development 3
The Solutions in This Chapter 3
A Brief History of Game Development 4
Iterating on Arcade Games 5
Early Methodologies 6
The Death of the Hit-or-Miss Model 8
The Crisis 9
Less Innovation 9
Less Value 10
Work Environment 10
Mobile/Live Challenges 10
What Good Looks Like 11
Summary 12
Additional Reading 12
Chapter 2: Agile and Lean Development 13
The Solutions in This Chapter 13
What Is Agile? 13
What Is Lean? 14
Why Game Development Is Hard 16
Learning from Postmortems 16
The Problems 19
Applying Both Agile and Lean 23
Why Use Agile and Lean for Game Development? 24
Cost and Quality 24
Finding the Fun First 25
Iterate More, Fail Fast 26
Agile Values Applied to Game Development 27
Lean Principles Applied to Game Development 30
What an Agile Project Looks Like 33
Agile Development 35
Projects Versus Live Development 36
Pre-Deployment Releases 37
The Challenge of Agile and Lean 37
What Good Looks Like 38
Summary 38
Additional Reading 38
Part II: Scrum and Kanban 39
Chapter 3: Scrum 41
The Solutions in This Chapter 42
The History of Scrum 43
The Big Picture 44
The Values of Scrum 47
The Principles of Scrum 47
Product Backlog, Sprints, and Releases 48
The Product Backlog 48
Sprints 50
Releases 51
Scrum Roles 52
The Scrum Team 52
Development Team 54
Scrum Master 54
Product Owner 59
Customers and Stakeholders 62
Chickens and Pigs 64
Scaling Scrum 65
What Good Looks Like 65
Summary 65
Additional Reading 65
Chapter 4: Sprints 67
The Solutions in This Chapter 67
The Big Picture 67
Planning 68
The Sprint Goal 69
Part One: Identifying the Sprint Goal 69
Part Two: Planning How to Achieve the Sprint Goal 70
Length 74
Tracking Progress 78
Task Cards 78
Burndown Chart 79
The Burndown Trend 80
Task Board 82
War Room 84
The Daily Scrum Meeting 84
The Practice 84
Improving the Daily Scrum 86
Sprint Reviews 88
Review Format for Smaller Games 88
Remote Stakeholders 89
Studio Stakeholders 90
Players 90
Honest Feedback 90
Retrospectives 90
The Meeting 91
Posting and Tracking Results 92
Sprint Challenges 92
Sprint Interrupted 93
Sprint Resets 93
Problems with the Sprint Goal 94
Running Out of Work 96
What Good Looks Like 96
Summary 97
Additional Reading 97
Chapter 5: Great Teams 99
What Are Great Teams? 100
The Solutions in This Chapter 101
An Agile Approach to Teams 101
Cross-Discipline Teams 102
Generalizing Specialists 104
Self-Management 105
Team Size 105
What Good Looks Like 108
Summary 109
Additional Reading 110
Chapter 6: Kanban 111
The Solutions in This Chapter 111
What Is Kanban? 112
Visualizing the Workflow 112
Measuring the Workflow 113
Managing the Workflow 114
Improving the Workflow 117
Reducing Batch Sizes and Waste 117
Reducing Handoffs 118
Responding to Bottlenecks 118
The Difference with Scrum 120
What Good Looks Like 121
Summary 121
Additional Reading 122
Chapter 7: The Product Backlog 123
The Solutions in This Chapter 123
A Fateful Meeting 124
Why Design Documents Fail 125
The Product Backlog 126
Product Backlog Items 126
Ordering the Product Backlog 127
Continual Planning 128
Allowing for Change and Emergence 128
Encouraging Team Engagement and Alignment 129
Creating the Product Backlog 129
Managing the Product Backlog 131
Backlog Refinement 131
Who Attends the Refinement and When? 132
Techniques for Ordering the Product Backlog 132
Defining Done 137
Types of Debt 137
Managing Debt 138
Development DoDs and Stakeholder DoDs 139
QA and DoDs 140
Sets of Done 141
Challenges 142
Dysfunctional Product Ownership 142
The Proxy Product Owner 144
Product Owner Committees 144
Silo Product Owners 145
Attention Deficit Product Owner 146
Tunnel Vision Product Owner 147
Distant Product Owner 149
What Good Looks Like 152
Summary 152
Additional Reading 153
Part III: Agile Game Development 155
Chapter 8: User Stories 157
Speaking Different Languages 158
The Solutions in This Chapter 158
What Are User Stories? 159
Levels of Detail 160
Acceptance Criteria 161
Using Index Cards for User Stories 163
INVEST in User Stories 164
Independent 164
Negotiable 165
Valuable 166
Estimable 167
Sized Appropriately 168
Testable 168
User Roles 169
Collecting Stories 171
Splitting Stories 174
Split Along Research or Prototype Dependencies 175
Split Along Conjunctions 175
Split by Progression or Value 176
Other Splitting Tips 176
Advantages of User Stories 176
Face-to-Face Communication 177
Everyone Can Understand User Stories 177
What Good Looks Like 178
Summary 179
Additional Reading 179
Chapter 9: Agile Release Planning 181
The Solutions in This Chapter 181
What Is Release Planning? 182
Release Planning Meetings 183
Chartering a Shared Vision 184
Estimating Feature Size 186
Velocity 186
How Much Effort Should We Spend Estimating? 187
Where Are Story Sizes Estimated? 188
Story Points 189
Alternatives to Story Points 194
Release Planning with Story Points 195
Updating the Release Plan 197
Marketing Demos and Hardening Sprints 198
What Good Looks Like 200
Summary 200
Additional Reading 201
Chapter 10: Video Game Project Management 203
Midnight Club Story 203
The Solutions in This Chapter 204
Minimum Viable Game 205
Contracts 207
Hitting Fixed Ship Dates 208
Managing Risk 209
Incorporating Risk in the Product Backlog 210
The Need for Stages 211
The Development Stages 212
Mixing the Stages 213
Managing Stages with Releases 214
Lean Production 215
Production Debt 216
The Challenge of Scrum in Production 218
Lean Production with Kanban 220
Working with Scrum 234
Transitioning Scrum Teams 235
What Good Looks Like 235
Summary 236
Additional Reading 236
Chapter 11: Faster Iterations 237
The Solutions in This Chapter 238
Where Does Iteration Overhead Come From? 238
Measuring and Displaying Iteration Time 239
Measuring Iteration Times 239
Displaying Iteration Times 240
Personal and Build Iteration 241
Personal Iteration 241
Build Iteration 242
What Good Looks Like 250
Summary 250
Additional Reading 250
Part IV: Agile Disciplines 251
Chapter 12: Agile Technology 253
The Solutions in This Chapter 254
The Problems 254
Uncertainty 254
Change Causes Problems 255
Cost of Late Change 256
Too Much Architecture Up Front 257
An Agile Approach 258
Extreme Programming (XP) 259
Debugging 265
Optimization 266
What Good Looks Like 269
Summary 270
Additional Reading 270
Chapter 13: Agile Art and Audio 271
The Solutions in This Chapter 271
Concerns About Agile 273
Art Leadership 274
Art on a Cross-Discipline Team 275
Creative Tension 275
Art QA 276
Building Art Knowledge 277
Overcoming the Not Done Yet Syndrome 278
Budgets 279
Audio at the End of the Chain 280
Shifting to Kanban 281
What Good Looks Like 281
Summary 282
Additional Reading 282
Chapter 14: Agile Design 283
The Solutions in This Chapter 284
Designs Do Not Create Knowledge 284
The Game Emerges at the End 285
Designing with Scrum 286
A Designer for Every Team? 286
The Role of Documentation 286
Parts on the Garage Floor 288
Set-Based Design 291
Lead Designer Role 295
Designer as Product Owner? 295
What Good Looks Like 296
Summary 296
Additional Reading 296
Chapter 15: Agile QA and Production 297
Agile QA 297
The Solutions in This Chapter 298
The Problem with QA 298
Most...
Details
Genre: | Importe |
---|---|
Medium: | Taschenbuch |
ISBN-13: | 9780136527817 |
ISBN-10: | 0136527817 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Keith, Clinton |
Auflage: | 2nd edition |
Hersteller: | Pearson Education |
Verantwortliche Person für die EU: | Produktsicherheitsverantwortliche/r, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de |
Maße: | 228 x 174 x 28 mm |
Von/Mit: | Clinton Keith |
Erscheinungsdatum: | 09.07.2020 |
Gewicht: | 0,896 kg |
Über den Autor
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 Club, 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 [...]
Inhaltsverzeichnis
Foreword xxvii
Preface xxix
Part I: The Problem and the Solution 1
Chapter 1: The Crisis Facing Game Development 3
The Solutions in This Chapter 3
A Brief History of Game Development 4
Iterating on Arcade Games 5
Early Methodologies 6
The Death of the Hit-or-Miss Model 8
The Crisis 9
Less Innovation 9
Less Value 10
Work Environment 10
Mobile/Live Challenges 10
What Good Looks Like 11
Summary 12
Additional Reading 12
Chapter 2: Agile and Lean Development 13
The Solutions in This Chapter 13
What Is Agile? 13
What Is Lean? 14
Why Game Development Is Hard 16
Learning from Postmortems 16
The Problems 19
Applying Both Agile and Lean 23
Why Use Agile and Lean for Game Development? 24
Cost and Quality 24
Finding the Fun First 25
Iterate More, Fail Fast 26
Agile Values Applied to Game Development 27
Lean Principles Applied to Game Development 30
What an Agile Project Looks Like 33
Agile Development 35
Projects Versus Live Development 36
Pre-Deployment Releases 37
The Challenge of Agile and Lean 37
What Good Looks Like 38
Summary 38
Additional Reading 38
Part II: Scrum and Kanban 39
Chapter 3: Scrum 41
The Solutions in This Chapter 42
The History of Scrum 43
The Big Picture 44
The Values of Scrum 47
The Principles of Scrum 47
Product Backlog, Sprints, and Releases 48
The Product Backlog 48
Sprints 50
Releases 51
Scrum Roles 52
The Scrum Team 52
Development Team 54
Scrum Master 54
Product Owner 59
Customers and Stakeholders 62
Chickens and Pigs 64
Scaling Scrum 65
What Good Looks Like 65
Summary 65
Additional Reading 65
Chapter 4: Sprints 67
The Solutions in This Chapter 67
The Big Picture 67
Planning 68
The Sprint Goal 69
Part One: Identifying the Sprint Goal 69
Part Two: Planning How to Achieve the Sprint Goal 70
Length 74
Tracking Progress 78
Task Cards 78
Burndown Chart 79
The Burndown Trend 80
Task Board 82
War Room 84
The Daily Scrum Meeting 84
The Practice 84
Improving the Daily Scrum 86
Sprint Reviews 88
Review Format for Smaller Games 88
Remote Stakeholders 89
Studio Stakeholders 90
Players 90
Honest Feedback 90
Retrospectives 90
The Meeting 91
Posting and Tracking Results 92
Sprint Challenges 92
Sprint Interrupted 93
Sprint Resets 93
Problems with the Sprint Goal 94
Running Out of Work 96
What Good Looks Like 96
Summary 97
Additional Reading 97
Chapter 5: Great Teams 99
What Are Great Teams? 100
The Solutions in This Chapter 101
An Agile Approach to Teams 101
Cross-Discipline Teams 102
Generalizing Specialists 104
Self-Management 105
Team Size 105
What Good Looks Like 108
Summary 109
Additional Reading 110
Chapter 6: Kanban 111
The Solutions in This Chapter 111
What Is Kanban? 112
Visualizing the Workflow 112
Measuring the Workflow 113
Managing the Workflow 114
Improving the Workflow 117
Reducing Batch Sizes and Waste 117
Reducing Handoffs 118
Responding to Bottlenecks 118
The Difference with Scrum 120
What Good Looks Like 121
Summary 121
Additional Reading 122
Chapter 7: The Product Backlog 123
The Solutions in This Chapter 123
A Fateful Meeting 124
Why Design Documents Fail 125
The Product Backlog 126
Product Backlog Items 126
Ordering the Product Backlog 127
Continual Planning 128
Allowing for Change and Emergence 128
Encouraging Team Engagement and Alignment 129
Creating the Product Backlog 129
Managing the Product Backlog 131
Backlog Refinement 131
Who Attends the Refinement and When? 132
Techniques for Ordering the Product Backlog 132
Defining Done 137
Types of Debt 137
Managing Debt 138
Development DoDs and Stakeholder DoDs 139
QA and DoDs 140
Sets of Done 141
Challenges 142
Dysfunctional Product Ownership 142
The Proxy Product Owner 144
Product Owner Committees 144
Silo Product Owners 145
Attention Deficit Product Owner 146
Tunnel Vision Product Owner 147
Distant Product Owner 149
What Good Looks Like 152
Summary 152
Additional Reading 153
Part III: Agile Game Development 155
Chapter 8: User Stories 157
Speaking Different Languages 158
The Solutions in This Chapter 158
What Are User Stories? 159
Levels of Detail 160
Acceptance Criteria 161
Using Index Cards for User Stories 163
INVEST in User Stories 164
Independent 164
Negotiable 165
Valuable 166
Estimable 167
Sized Appropriately 168
Testable 168
User Roles 169
Collecting Stories 171
Splitting Stories 174
Split Along Research or Prototype Dependencies 175
Split Along Conjunctions 175
Split by Progression or Value 176
Other Splitting Tips 176
Advantages of User Stories 176
Face-to-Face Communication 177
Everyone Can Understand User Stories 177
What Good Looks Like 178
Summary 179
Additional Reading 179
Chapter 9: Agile Release Planning 181
The Solutions in This Chapter 181
What Is Release Planning? 182
Release Planning Meetings 183
Chartering a Shared Vision 184
Estimating Feature Size 186
Velocity 186
How Much Effort Should We Spend Estimating? 187
Where Are Story Sizes Estimated? 188
Story Points 189
Alternatives to Story Points 194
Release Planning with Story Points 195
Updating the Release Plan 197
Marketing Demos and Hardening Sprints 198
What Good Looks Like 200
Summary 200
Additional Reading 201
Chapter 10: Video Game Project Management 203
Midnight Club Story 203
The Solutions in This Chapter 204
Minimum Viable Game 205
Contracts 207
Hitting Fixed Ship Dates 208
Managing Risk 209
Incorporating Risk in the Product Backlog 210
The Need for Stages 211
The Development Stages 212
Mixing the Stages 213
Managing Stages with Releases 214
Lean Production 215
Production Debt 216
The Challenge of Scrum in Production 218
Lean Production with Kanban 220
Working with Scrum 234
Transitioning Scrum Teams 235
What Good Looks Like 235
Summary 236
Additional Reading 236
Chapter 11: Faster Iterations 237
The Solutions in This Chapter 238
Where Does Iteration Overhead Come From? 238
Measuring and Displaying Iteration Time 239
Measuring Iteration Times 239
Displaying Iteration Times 240
Personal and Build Iteration 241
Personal Iteration 241
Build Iteration 242
What Good Looks Like 250
Summary 250
Additional Reading 250
Part IV: Agile Disciplines 251
Chapter 12: Agile Technology 253
The Solutions in This Chapter 254
The Problems 254
Uncertainty 254
Change Causes Problems 255
Cost of Late Change 256
Too Much Architecture Up Front 257
An Agile Approach 258
Extreme Programming (XP) 259
Debugging 265
Optimization 266
What Good Looks Like 269
Summary 270
Additional Reading 270
Chapter 13: Agile Art and Audio 271
The Solutions in This Chapter 271
Concerns About Agile 273
Art Leadership 274
Art on a Cross-Discipline Team 275
Creative Tension 275
Art QA 276
Building Art Knowledge 277
Overcoming the Not Done Yet Syndrome 278
Budgets 279
Audio at the End of the Chain 280
Shifting to Kanban 281
What Good Looks Like 281
Summary 282
Additional Reading 282
Chapter 14: Agile Design 283
The Solutions in This Chapter 284
Designs Do Not Create Knowledge 284
The Game Emerges at the End 285
Designing with Scrum 286
A Designer for Every Team? 286
The Role of Documentation 286
Parts on the Garage Floor 288
Set-Based Design 291
Lead Designer Role 295
Designer as Product Owner? 295
What Good Looks Like 296
Summary 296
Additional Reading 296
Chapter 15: Agile QA and Production 297
Agile QA 297
The Solutions in This Chapter 298
The Problem with QA 298
Most...
Details
Genre: | Importe |
---|---|
Medium: | Taschenbuch |
ISBN-13: | 9780136527817 |
ISBN-10: | 0136527817 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Keith, Clinton |
Auflage: | 2nd edition |
Hersteller: | Pearson Education |
Verantwortliche Person für die EU: | Produktsicherheitsverantwortliche/r, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de |
Maße: | 228 x 174 x 28 mm |
Von/Mit: | Clinton Keith |
Erscheinungsdatum: | 09.07.2020 |
Gewicht: | 0,896 kg |
Sicherheitshinweis