Thursday, January 9, 2014

[G326.Ebook] Ebook Free Agile Game Development with Scrum (Addison-Wesley Signature Series (Cohn)), by Clinton Keith

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Agile Game Development with Scrum (Addison-Wesley Signature Series (Cohn)), by Clinton Keith

Agile Game Development with Scrum (Addison-Wesley Signature Series (Cohn)), by Clinton Keith



Agile Game Development with Scrum (Addison-Wesley Signature Series (Cohn)), by Clinton Keith

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Agile Game Development with Scrum (Addison-Wesley Signature Series (Cohn)), by Clinton Keith

Deliver Better Games Faster, On Budget—And Make Game Development Fun Again!

 

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. Scrum and Agile methods are already revolutionizing development outside the game industry. Now, long-time game developer Clinton Keith shows exactly how to successfully apply these methods to the unique challenges of game development. 


Keith has spent more than fifteen years developing games, seven of them with Scrum and agile methods. Drawing on this unparalleled expertise, he shows how teams can use Scrum 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.


You’ll learn to form successful agile teams that incorporate programmers, producers, artists, testers, and designers—and promote effective collaboration within and beyond those teams, throughout the entire process. From long-range planning to progress tracking and continuous integration, Keith offers dozens of tips, tricks, and solutions—all based firmly in reality and hard-won experience.


Coverage includes

  • Understanding Scrum’s goals, roles, and practices in the context of game development
  • Communicating and planning your game’s vision, features, and progress
  • Using iterative techniques to put your game into a playable state every two to four weeks— even daily
  • Helping all team participants succeed in their roles
  • Restoring stability and predictability to the development process
  • Managing ambiguous requirements in a fluid marketplace
  • Scaling Scrum to large, geographically distributed development teams
  • Getting started: overcoming inertia and integrating Scrum into your studio’s current processes

Increasingly, game developers and managers are recognizing that things can’t go on the way they have in the past. Game development organizations need a far better way to work. Agile Game Development with Scrum gives them that—and brings the profitability, creativity, and fun back to game development.

  • Sales Rank: #420579 in Books
  • Published on: 2010-06-02
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.90" h x .90" w x 7.00" l, 1.34 pounds
  • Binding: Paperback
  • 384 pages

Review
“ If you’ve ever felt that gaps exist between ‘traditional’ software development using Scrum and video game development using Scrum, this book is for you. Clinton effectively bridges those gaps by covering the adjustments necessary for disciplines, individual roles, and processes and project phases unique to game development, thoroughly supporting it with explicit examples and practical advice. Simply put, a must-read for game developers that are currently using or plan to implement Scrum or other agile processes within their company.”

—Jeff Lindsey, Producer, Longtail Studios

 

“ I wish Clinton Keith could go back and write this book 15 years ago—it would have helped me see things a lot differently. Agile Game Development with SCRUM is a one stop shop for game teams interested in using scrum techniques.”

—CJ Connoy, Game Producer, Treyarch

 

“ By the time you wake up and realize that you really need this book, your project will probably be too far gone. Dive into agile before it’s too late and let Clinton be your guide. Tested under the fires of true game production, everyone involved in game development will gain from reading Clinton’s wisdom.”

—Jason Della Rocca, Founder, Perimeter Partners, and former Executive Director of the International Game Developers Association

 

“ Clinton Keith has written an excellent book for both practitioners and students. He combines an in-depth analysis of the challenges of large scale game development with hands-on advice on the use of Scrum. His often funny anecdotes illustrate that this guy has really experienced the heat of large computer games projects.”

—Bendik Bygstad, Professor of Information Systems, The Norwegian School of IT

 

“ Clinton Keith combines his experience as both video game developer and agile practitioner to apply Scrum philosophy to the unique challenges of video game development. Clint clearly explains the philosophy behind Scrum, going beyond theory and sharing his experiences and stories about its successful application at living, breathing development studios.”

—Erik Theisz, Senior Producer, 38 Studios

 

“ Clinton has combined his extensive game and software development experiences with agile methodologies. The result is a thoughtful, clear, and, most importantly, realistic application of agile to game development.”

—Senta Jakobsen, Senior Development Director, DICE

From the Back Cover
Deliver Better Games Faster, On Budget-And Make Game Development Fun Again! 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. Scrum and Agile methods are already revolutionizing development outside the game industry. Now, long-time game developer Clinton Keith shows exactly how to successfully apply these methods to the unique challenges of game development.
Keith has spent more than fifteen years developing games, seven of them with Scrum and agile methods. Drawing on this unparalleled expertise, he shows how teams can use Scrum 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.
You'll learn to form successful agile teams that incorporate programmers, producers, artists, testers, and designers-and promote effective collaboration within and beyond those teams, throughout the entire process. From long-range planning to progress tracking and continuous integration, Keith offers dozens of tips, tricks, and solutions-all based firmly in reality and hard-won experience.
Coverage includes Understanding Scrum's goals, roles, and practices in the context of game developmentCommunicating and planning your game's vision, features, and progress Using iterative techniques to put your game into a playable state every two to four weeks- even dailyHelping all team participants succeed in their rolesRestoring stability and predictability to the development processManaging ambiguous requirements in a fluid marketplaceScaling Scrum to large, geographically distributed development teams Getting started: overcoming inertia and integrating Scrum into your studio's current processes
Increasingly, game developers and managers are recognizing that things can't go on the way they have in the past. Game development organizations need a far better way to work. "Agile Game Development with Scrum" gives them that-and brings the profitability, creativity, and fun back to game development.

About the Author
Clinton Keith is an independent agile coach and Certified Scrum Trainer who helps game developers and nongame developers alike adopt Scrum, Extreme Programming, kanban, and other agile practices to greatly improve their productivity, workplace, and product quality.

Over the course of 25 years, Clint has gone from programming avionics for advanced fighter jets and underwater robots to overseeing programming for hit video games such as Midtown Madness and Midnight Club. Clint has been a programmer, project director, CTO, and director of product development at several studios. Through a series of presentations and his popular blog, Clint introduced the video game industry to Scrum in 2005. As CTO, Clint helped High Moon Studios achieve a place on IT Week Magazine’s Top 50 Technology Innovators list in 2005 and 2006 and win several of San Diego Society for HR Management’s Workplace Excellence Awards in 2005, 2006, and 2007.

For more information, visit www.ClintonKeith.com.

 

Most helpful customer reviews

2 of 2 people found the following review helpful.
It contains great information for challenging areas of Scrum such as scaling ...
By GetchaDEAGLE
After reading many books on Scrum and then reading this one to see how Scrum could be applied in the gaming industry, I wish I would have read this book first. It contains great information for challenging areas of Scrum such as scaling it to large teams. There are many great info-graphics and the material isn't dry or dull in any way.

Everyone in the gaming industry should be reading this book, period. Moreover, it is still relevant even for projects outside of games and that says a lot.

1 of 1 people found the following review helpful.
Valuable for all software developers
By Nineinchninja
I've been doing a fair amount of reading on Agile lately, and I can say that this is the best Agile development book I've come across.

In addition to an interesting introduction to Scum and Agile and its history in the gaming industry, the author describes and provides insight into many of the challenges that all Agile implementations face. Most of these lessons can be generalized to industries other than the game industry, such as scaling up to large projects, working with multiple disciplines with differing different cadences, involving QA, and selling Agile to executives. He also provides a realistic appraisal of Agile and Scrum, describing its pros and cons, rather than presenting Scrum as a silver bullet as many texts on the subject do.

I found this book clearly demonstrated how the principles of Agile are put into practice, with real experiences and sound advice. While I'm not a game developer myself it has helped me understand Scrum and Agile in general, and I recommend it to coworkers also working in IT.

1 of 1 people found the following review helpful.
Great book
By Bazajaytee
I have had the pleasure of taking part in one of Clinton's training sessions, as a video game developer it can feel that scrum is very rigid and some things really don't convert well to the scope and flexibility of games development. However the training showed us that scrum doesn't have to be rigid and this book portrays that same message.

Great for any software developer but especially for games developers whether big company or Indie start up, it can help you focus your efforts by understanding the process even if you don't follow everything strictly to the letter of scrum.

See all 21 customer reviews...

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