Agile Game Development with SCRUM (Addison-Wesley Signature) (Addison Wesley Signature Series) 1st Edition
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Editorial Reviews
Review
―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
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.
About the Author
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 Magazines Top 50 Technology Innovators list in 2005 and 2006 and win several of San Diego Society for HR Managements Workplace Excellence Awards in 2005, 2006, and 2007.
For more information, visit www.ClintonKeith.com.
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Product details
- Publisher : Addison-Wesley Professional; 1st edition (May 23, 2010)
- Language : English
- Paperback : 366 pages
- ISBN-10 : 0321618521
- ISBN-13 : 978-0321618528
- Item Weight : 1.34 pounds
- Dimensions : 7 x 0.83 x 9.13 inches
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Best Sellers Rank:
#183,150 in Books (See Top 100 in Books)
- #101 in Game Programming
- #141 in Computer Graphics
- Customer Reviews:
Customer reviews
Top reviews from the United States
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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.
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.
I enjoyed the anecdotal "experience" sections the most. Being able to read about real life scenarios within a studio, and how Agile was applied, was educational and supplied a huge amount of context.
Top reviews from other countries
The interesting thing was the similarity between his approach (based on Scrum) and my approach (based on common sense and experience).
Viel interessanter sind dann aber doch die gezielten Fallbeispiele wie es in einzelnen Fällen angewandt wurde.
Bietet einem eine schöne Auswahl an Workflows um seinen eigenen zu kreieren.



