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Agile Game Development with SCRUM (Addison-Wesley Signature) (Addison Wesley Signature Series) 1st Edición

4.5 4.5 de 5 estrellas 62 calificaciones

Esta es una edición nueva de este producto :

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.

Opiniones editoriales

Críticas

“ 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

Contraportada

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.

Detalles del producto

  • Editorial ‏ : ‎ Addison-Wesley Professional; 1er edición (23 Mayo 2010)
  • Idioma ‏ : ‎ Inglés
  • Tapa blanda ‏ : ‎ 366 páginas
  • ISBN-10 ‏ : ‎ 0321618521
  • ISBN-13 ‏ : ‎ 978-0321618528
  • Dimensiones ‏ : ‎ 7 x 0.83 x 9.13 pulgadas
  • Opiniones de clientes:
    4.5 4.5 de 5 estrellas 62 calificaciones

Sobre el autor

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Clinton Keith
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Clinton Keith is an independent agile coach and Certified Scrum Trainer who helps game developers and non-game developers alike to adopt Scrum, XP, 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 game titles 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 win IT Week Magazine's "Top 50 Technology Innovators" in 2005 and 2006, and San Diego Society for HR Management Workplace Excellence Awards in 2005, 2006, and 2007.

For more information, visit www.ClintonKeith.com.

Opiniones de clientes

4.5 de 5 estrellas
62 calificaciones globales

Opiniones destacadas de los Estados Unidos

Calificado en Estados Unidos el 8 de abril de 2012
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.
Calificado en Estados Unidos el 18 de enero de 2011
First of all, I'm not native American/English. My language is Catalan and my English skills are not perfect (althought I have no problem understanding it, but not writing).

I'm now at half of the book. It's quite good explaining Scrum, which is it's main objective, and also have some advices based on the author's experiences (or other scrum users). Also it is focused on game developement, and as scrum is not a rigit set of rules but more a list of good practices, it explains how to adapt them to the game developement world.

I'd highly recommend it, if you want to learn what scrum is, and how to adapt it to game developement.
Calificado en Estados Unidos el 10 de marzo de 2020
This is a very interesting book about software development in large organizations. I don’t work for a gaming company, but I found it an extremely interesting read. I liked explanations of how different teams in different phases of development would use the processes that suited them best (scrum vs Lamban, for example). The facts that almost everyone has games at some point means that the example feel more familiar or relevant than I expected.
Calificado en Estados Unidos el 16 de septiembre de 2016
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.
Calificado en Estados Unidos el 28 de octubre de 2017
Really clear and concise breakdown of agile development in games. Hit marks on a lot of examples, including the benefits and potential pitfalls. I have been a software engineer for 4 years, and I definitely learned a lot, and it has a lot to offer those of any discipline really going into game industry.
Calificado en Estados Unidos el 21 de marzo de 2014
From my limited experience with both Agile and game development in General, this book provided an excellent entry point on the road to becoming an Agile developer.

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.
Calificado en Estados Unidos el 16 de abril de 2012
This book delivers exactly what it says. I was very happy to find a project management book with many examples in the gaming industry, as that is the field I hope to be working in.

Womderful detailed examples and figures to illustrate various agile methods.
Calificado en Estados Unidos el 11 de junio de 2016
Decent read, similar to other Agile game books though this would be my recommendation at this time for anyone looking to better understand or improve processes using scrum

Opiniones más destacadas de otros países

Traducir todas las opiniones al Español
MichaelRyan
5.0 de 5 estrellas ... team is different - but this book is an excellent starting point
Calificado en Canadá el 19 de julio de 2017
Don't expect one book to have all the answers for you - every team is different - but this book is an excellent starting point. Well worth a read if you're getting into game project management.
Peter Lavalle
5.0 de 5 estrellas ... an actual project management strategy rather than re-hashing the crappy misunderstanding that's given agile a bad name
Calificado en el Reino Unido el 23 de noviembre de 2015
Book iterates an actual project management strategy rather than re-hashing the crappy misunderstanding that's given agile a bad name. Read the book if you want to lose all confidence in your boss :)
Haembi
5.0 de 5 estrellas Super!
Calificado en Alemania el 3 de octubre de 2014
Ich und ein paar andere Studenten haben den Plan ein Unternehmen zu gründen und Spiele zu entwickeln. Dies haben wir auch schon angefangen, nur gab es so gut wie keine Struktur bzw. keiner hat sich groß dran gehalten. Das war mir viel zu schwammig und ich habe mich nach Vorgehensmodellen umgesehen. Natürlich kannte ich SCRUM, nur nicht in dem Kontext der Spieleentwicklung. Dieses Buch beginnt mit der Vorstellung von Scrum, den Scrum-Rollen und den Sprints. Außerdem versucht es dauernd die Spieleentwicklung mit den Techniken von Scrum (welche in der drögen Softwareentwicklung entstanden sind) zu verknüpfen. Dies gelingt sehr sehr gut. Das Buch ist mit Anekdote gespickt und es macht Spaß es zu lesen. In der zweiten Hälfte des Buches geht der Autor auf das Release sowie die große Planung eines Spiels ein. Sehr zu empfehlen.
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charanjeev singhlvjhdvWghwb
4.0 de 5 estrellas Four Stars
Calificado en Canadá el 2 de agosto de 2017
Great book I will recommend to all projects / product managers in gaming and app development world.
Jakub Juszczak
5.0 de 5 estrellas Durchweg gut.
Calificado en Alemania el 28 de octubre de 2014
Auch wenn man nichts von SCRUM versteht, wird man recht gut eingeführt.
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.