By Clinton Keith
Video game improvement is in crisis-facing bloated budgets, most unlikely schedules, unmanageable complexity, and loss of life march time beyond regulation. It’s no ask yourself such a lot of improvement studios are suffering to outlive. thankfully, there's a resolution. Scrum and Agile tools are already revolutionizing improvement outdoor the sport undefined. Now, long-time online game developer Clinton Keith indicates precisely the best way to effectively practice those how to the original demanding situations of online game improvement. Keith has spent greater than fifteen years constructing video games, seven of them with Scrum and agile equipment. Drawing in this exceptional services, he exhibits how groups can use Scrum to bring video games extra successfully, speedily, and cost-effectively
Read or Download Agile Game Development with Scrum (Addison-Wesley Signature Series (Cohn)) PDF
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Additional resources for Agile Game Development with Scrum (Addison-Wesley Signature Series (Cohn))
The game mechanics and asset budgets must be established to create proper assets on the first pass to avoid expensive rework. Production should begin when the uncertainty about the game mechanics and the uncertainty of the technology and tools to make the game have been reduced. 2 shows how a project should pass through the prototype, pre-production, and production phases based on the level of certainty about technical solutions, asset budgets, and quality and design knowledge. 2 Uncertainty of design and technology From the Library of Wow!
When pre-production takes longer than expected, projects are often forced to enter production by the demands of a schedule. 3 shows how the transition from pre-production to production should happen. Some assets are ready for production earlier than others. Our knowledge of the budgets and quality of what the game should ship determines the timing of when an asset enters production. If these things are unknown, the asset should not be in production. When teams enter production too soon, they do so without the proper knowledge of what to build.
This book applies agile methodologies, mainly Scrum but also Extreme Programming (XP) and lean, to game development. It shows how to apply agile practices to the unique environment of game development; these are practices that have been proven in numerous game studios. In doing this, we are setting the clock back to a time when making a game was more a passionate hobby than a job. We are also setting the clock forward to be ready for the new markets we are starting to see now, such as the iPhone and more downloadable content.