

Beschreibung
Autorentext 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 ot...Autorentext
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 www.ClintonKeith.com.
Klappentext
The definitive guide to more effective and personally fulfilling game development with Agile Methodsnow revamped to reflect ten more years of experience and improvements
Game development is in crisisfacing 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.
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 thatand brings the profitability, creativity, and fun back to game development.
Inhalt
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…