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Agile Game Development with Scrum (Addison-Wesley Signature Series (Cohn))
 
 

Agile Game Development with Scrum (Addison-Wesley Signature Series (Cohn)) [ペーパーバック]

Clinton Keith

価格: ¥ 3,940 通常配送無料 詳細
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内容説明

Deliver Better Games Faster, On BudgetAnd Make Game Development Fun Again!

Game development is in crisisfacing 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 designersand 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 solutionsall 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 thatand brings the profitability, creativity, and fun back to game development.

著者について

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.

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9 人中、8人の方が、「このレビューが参考になった」と投票しています。
An excellent book describing the perfect pairing of game development with Scrum 2010/6/4
By Michael Cohn - (Amazon.com)
形式:ペーパーバック
Scrum and game development go together as well as chocolate and peanut butter. In this book, Clinton Keith does a perfect job of showing how to put them together.

The book is split into five parts. The first part describes the crisis facing game development because of the explosion in complexity and game size. Not wanting to end on a down note, Part 1 also describes how agile/Scrum address these problems. Part 2 is probably the best overall introduction to Scrum anywhere. I now even recommend this Part (100 pages) to my non-game development clients. Part 3 goes deeper into many of the specific challenges facing game projects--planning, creating cross-functional teams from such a variety of disciplines, and reducing the overhead of iterating. Part 4 dives deeper into the specific disciplines and offers great advice in the areas of art, audio, design, qa, and production. The concluding part contains 3 chapters describing some of the challenges you'll face, how to work with a publisher, and how to start.

This is a great book that is chock-full of stories from author Clinton Keith's fifteen years in the game industry. The writing is crisp and conversational with topics covered in just the right amount of detail. The hand-drawn look of the illustrations match the book perfectly.

Agile Game Development with Scrum should be required reading for anyone on a game project. And it offers a great deal to anyone starting out with Scrum.
1 人中、1人の方が、「このレビューが参考になった」と投票しています。
If you're in game development, this is a must-buy. 2012/4/29
By Mitch Lacey - (Amazon.com)
形式:ペーパーバック
Back in the '90s, I worked at a variety of game studios - Accolade and SSI in the Bay Area and GTE Entertainment in San Diego. In each of these companies, I noticed a trend - the struggle with the development cycle. Each company took a traditional approach to development. I remember conversations we would have on "how nice it would be to get the alpha's and beta's out early" but we rarely did. As I read Clinton Keith's book, I realize now what we were missing.

I really like Chapters 1 & 2, The Crisis Facing Game Development and Agile Development. Keith lays out one of the best cases I've ever read in chapter 1 as to why a traditional model will sink a studio. Then he lays out why and how agile principles and practices can help fix that problem.

What really separates this book from other agile books though, is the video game stuff. Chapter 7, Video Game Project Planning is stellar. It builds on previous chapters and lays out an approach for the die-hard waterfall studio to get into agile practices. Next is Chapter 15, Working with a Publisher. Anyone who has been in this industry knows what a challenge this can be, especially when it comes to planning! Keith includes some other content on things that you may find in other books, but the game development approach to this title makes it an E ticket ride (do an online search if you don't know what an E ticket is). Definitely a book worth having.

If you find yourself in game development, this is the book for you.
4 人中、3人の方が、「このレビューが参考になった」と投票しています。
Advice From a Seasoned Veteran! 2010/6/8
By Luke Hohmann - (Amazon.com)
形式:ペーパーバック
Thank you, Clinton, for making the time to write this truly wonderful contribution to the Scrum/Lean/Agile Community of Practice.

What makes this book stand out among the many dozens of Scrum/Lean/Agile community of practice is that Clinton writes from genuine experience. He doesn't sugar coat his mistakes. He doesn't belabor his considerable skills. He simply outlines what he has learned about making really great games. Through Scrum, Lean, and Agile.

What I appreciate this book is the detailed advice that is exclusively devoted to the field that Clinton knows so well. Instead of creating a "one size fits all books", Clinton concentrates his writing to creating games. As the Founder of a serious games company, I know that Clinton's advice is spot on.

If you're in the game industry, and you want to learn how to create better games, get this book.

Luke Hohmann
CEO, The Innovation Games Company
[...]: The seriously fun way to do serious work -- seriously.
Follow me on twitter at lukehohmann

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