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Agile Game Development
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Agile Game Development
by Clinton Keith
Agile Game Development: Build, Play, Repeat, 2nd Edition
Cover Page
About This eBook
Halftitle Page
Title Page
Copyright Page
Dedication Page
Contents at a Glance
Contents
Foreword
Preface
The Second Edition
Acknowledgments
About the Author
Part I: The Problem and the Solution
Chapter 1. The Crisis Facing Game Development
The Solutions in This Chapter
A Brief History of Game Development
The Crisis
What Good Looks Like
Summary
Additional Reading
Chapter 2. Agile and Lean Development
The Solutions in This Chapter
What Is Agile?
What Is Lean?
Why Game Development Is Hard
Applying Both Agile and Lean
Why Use Agile and Lean for Game Development?
What an Agile Project Looks Like
The Challenge of Agile and Lean
What Good Looks Like
Summary
Additional Reading
Part II: Scrum and Kanban
Chapter 3. Scrum
The Solutions in This Chapter
The History of Scrum
Product Backlog, Sprints, and Releases
Scrum Roles
Customers and Stakeholders
Chickens and Pigs
Scaling Scrum
What Good Looks Like
Summary
Additional Reading
Chapter 4. Sprints
The Solutions in This Chapter
The Big Picture
Planning
Tracking Progress
The Daily Scrum Meeting
Sprint Reviews
Retrospectives
Sprint Challenges
What Good Looks Like
Summary
Additional Reading
Chapter 5. Great Teams
What Are Great Teams?
The Solutions in This Chapter
An Agile Approach to Teams
What Good Looks Like
Summary
Additional Reading
Chapter 6. Kanban
The Solutions in This Chapter
What Is Kanban?
Improving the Workflow
The Difference with Scrum
What Good Looks Like
Summary
Additional Reading
Chapter 7. The Product Backlog
The Solutions in This Chapter
A Fateful Meeting
Why Design Documents Fail
The Product Backlog
Creating the Product Backlog
Managing the Product Backlog
Defining “Done”
Challenges
Dysfunctional Product Ownership
What Good Looks Like
Summary
Additional Reading
Part III: Agile Game Development
Chapter 8. User Stories
Speaking Different Languages
The Solutions in This Chapter
What Are User Stories?
Levels of Detail
Acceptance Criteria
Using Index Cards for User Stories
INVEST in User Stories
User Roles
Collecting Stories
Splitting Stories
Advantages of User Stories
What Good Looks Like
Summary
Additional Reading
Chapter 9. Agile Release Planning
The Solutions in This Chapter
What Is Release Planning?
Estimating Feature Size
Release Planning with Story Points
What Good Looks Like
Summary
Additional Reading
Chapter 10. Video Game Project Management
Midnight Club Story
The Solutions in This Chapter
Minimum Viable Game
Contracts
Hitting Fixed Ship Dates
Managing Risk
The Need for Stages
The Development Stages
Mixing the Stages
Managing Stages with Releases
Lean Production
What Good Looks Like
Summary
Additional Reading
Chapter 11. Faster Iterations
The Solutions in This Chapter
Where Does Iteration Overhead Come From?
Measuring and Displaying Iteration Time
Personal and Build Iteration
What Good Looks Like
Summary
Additional Reading
Part IV: Agile Disciplines
Chapter 12. Agile Technology
The Solutions in This Chapter
The Problems
An Agile Approach
What Good Looks Like
Summary
Additional Reading
Chapter 13. Agile Art and Audio
The Solutions in This Chapter
Concerns About Agile
Art Leadership
Art on a Cross-Discipline Team
What Good Looks Like
Summary
Additional Reading
Chapter 14. Agile Design
The Solutions in This Chapter
Designing with Scrum
What Good Looks Like
Summary
Additional Reading
Chapter 15. Agile QA and Production
Agile QA
The Solutions in This Chapter
The Problem with QA
Most QA Is Just QC
Agile Testing Is Not a Phase
The Role of QA on an Agile Game Team
Agile Production
What Good Looks Like
Summary
Additional Reading
Part V: Getting Started
Chapter 16. The Myths and Challenges of Scrum
The Solutions in This Chapter
Silver Bullet Myths
Scrum Challenges
What Good Looks Like
Summary
Additional Reading
Chapter 17. Working with Stakeholders
The Solutions in This Chapter
Who Are the Stakeholders?
The Challenges
Building Trust, Allaying Fear
Agile Contracts
What Good Looks Like
Summary
Additional Reading
Chapter 18. Team Transformations
The Solutions in This Chapter
The Three Stages of Team Transformation
What Good Looks Like
Summary
Additional Reading
Part VI: Growing Beyond
Chapter 19. Coaching Teams for Greatness
What Is a “Great Team”?
Why Coaching?
The Solutions in This Chapter
Coaching Skills
Coaching Teams to Higher Performance
Team Maturity Models
Coaching Tools and Practices
What Good Looks Like
Summary
Additional Reading
Chapter 20. Self-Organization and Leadership
The Solutions in This Chapter
Self-Organization
Leadership
Systems Thinking
Intrinsic Motivation
Flow
Studio Coaches
Adoption Strategies
What Good Looks Like
Summary
Additional Reading
Chapter 21. Scaling Agile Game Teams
The Solutions in This Chapter
Challenges to Scaling
Should You Scale Up?
Scaling the Wrong Process
The MAGE Framework
The Product Backlog
Team Organization
Product Ownership
Additional Roles
Releases
Sprints
Managing Dependencies
Distributed and Dispersed Development
What Good Looks Like
Summary
Additional Reading
Chapter 22. Live Game Development
The Solutions in This Chapter
Games As a Service
Why Agility for Live Games?
DevOps and Lean Startup
Feedback Loops
Part One: Plan
Part Two: Develop
Part Three: Deploy and Support
Part Four: Measure and Learn
What Good Looks Like
Summary
Additional Reading
Chapter 23. There Are No “Best” Practices
The Solutions in This Chapter
Visualizing Your Work
Developing for New Platforms
Agile and Indie Game Development
What Good Looks Like
Summary
Additional Reading
Conclusion
Index
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