Praise for Agile Game Development

“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 in Informatics, University of Oslo

“This book is an essential guide for developing creative projects, in an Agile format. There are so many misunderstandings of what ‘Agile’ truly is, and Clint explains it in a way that anyone can understand. If you are managing creative teams, this is a must-read.”

Brian Graham, VP Product Development

“I had the great fortune to complete my Scrum Master Certification training from Clint just before he published the first edition of Agile Game Development. I’ve still got the copy I bought in 2010, when it was first released. We’ve stayed in touch and learned and shared a lot over the past 10 years. I love Clint’s writing style and hope that the new edition of the book inspires many more, like myself, to continuously learn and grow as Agile practitioners.”

Erik Byron, Game Developer and Consultant

“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 is a one-stop-shop for game teams interested in using Scrum techniques.”

CJ Connoy, Sr. Producer

“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, Certified Scrum Professional – ScrumMaster

“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, Co-Founder, Execution Labs, and former Executive
Director of the International Game Developers Association

“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 who are currently using or plan to implement Scrum or other Agile processes within their company.”

Jeff Lindsey, Organizational Coach

“It is not just problem solving that Agile helps—it also creates an environment of creating value that would not otherwise be created if the direct communication between developers was not there. An example is a programmer exposing some unrequested values of a feature of their own volition (and communicating this) because they better understood what the designer was trying to do—making a better product for it. This is some of the ‘magic’ that happens with the top game teams in the business.”

Scott Blinn, Creative Director, Greyborn Studios

“Too many developers spend months working on the technology for their next game before starting the game itself. Sometimes, they never make it to developing the game! The most pragmatic solution to this is using preexisting technology; however, if custom technology is required, then only create what is needed as you go.

“A trap many developers fall into is thinking ‘We’ll be using this feature in the next five games, so it’s worth putting a lot of time into it now.’ If this is done for all features, the first game will never be finished, let alone the next five. My rule of thumb is that until I’ve solved a problem at least a couple of times, I don’t have enough information to make a generalized solution.

“A great way of achieving these goals is adopting an Agile development practice. We are using Scrum for our current game, keeping us focused on creating just enough infrastructure to reach our current sprint/milestone.”

Alistair Doulin, CTO, Bane Games

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