Agile Game Development Build, Play, Repeat

by
Edition: 2nd
Format: Paperback
Pub. Date: 2020-07-09
Publisher(s): Addison-Wesley Professional
  • Buyback Icon We Buy This Book Back!
    In-Store Credit: $3.94
    Check/Direct Deposit: $3.75
  • Complimentary 7-Day eTextbook Access - Read more
    When you rent or buy this book, you will receive complimentary 7-day online access to the eTextbook version from your PC, Mac, tablet, or smartphone. Feature not included on Marketplace Items.
List Price: $53.49

Buy New

Special Order. We will make every effort to obtain this item but cannot guarantee stock or timing.
$50.94

Rent Book

Select for Price
There was a problem. Please try again later.

Digital

Rent Digital Options
Online:1825 Days access
Downloadable:Lifetime Access
$51.59
*To support the delivery of the digital material to you, a non-refundable digital delivery fee of $3.99 will be charged on each digital item.
$51.59*

Used Book

We're Sorry
Sold Out

How Marketplace Works:

  • This item is offered by an independent seller and not shipped from our warehouse
  • Item details like edition and cover design may differ from our description; see seller's comments before ordering.
  • Sellers much confirm and ship within two business days; otherwise, the order will be cancelled and refunded.
  • Marketplace purchases cannot be returned to eCampus.com. Contact the seller directly for inquiries; if no response within two days, contact customer service.
  • Additional shipping costs apply to Marketplace purchases. Review shipping costs at checkout.

Summary

In Agile Game Development , Clinton Keith offered game development team members the first complete blueprint for leveraging the power of Scrum and Agile methods to deliver games more efficiently, rapidly, and cost-effectively; create games that offer more entertainment value; and make life more fulfilling for every development team member. Now, reflecting his unsurpassed experience helping more than 150 game development studios succeed, Keith has thoroughly revamped his classic guide for today’s radically transformed industry. The only Certified Scrum Trainer to help build 20 AAA-level games, Keith is singularly well-placed to help game developers solve the problems they actually face. In this edition, he:
  • Addresses the modern challenges of mobile, free-to-play, and Massively Agile games
  • Adds a completely new section on large-scale Agile game development, and new chapters on managing the first release, forming and leading Agile teams, game pipelines, and more
  • Presents many new date stories about the experiences of actual game development teams, with actionable takeaways
  • Illuminates advanced Agile projects through new “Things to Try” sidebars
  • Covers Kanban and other Agile methodologies as well as Scrum
Around the world, thousands of professional game developers have already used Agile Game Development to dramatically improve their effectiveness — and enjoy their work more. This 2nd Edition offers today’s professionals even more value — no matter what types of games they’re developing, what development roles they play, or what environments they’re working in.

Author Biography

Clinton Keith has 20 years of product development experience, including defense-related projects and cutting-edge technology research, including work on the F-22 fighter. He has 15 years of experience in video game development and has led technology efforts on the latest platforms. He introduced the video game development industry to Scrum and Agile in 2003, when game projects had grown to exceed $20 million budgets and 100+ team members. He has been an independent certified Scrum trainer and Agile coach since early 2008, and is a nationally recognized leader, communicator, and innovator.

Table of Contents

Part 1: The Problem and The Solution
1. The Crisis Facing Game Development
2. Agile and Lean

Part 2: Scrum and Kanban
3. Scrum
4. Sprints and Events
5. Teams and Roles
6. Kanban

Part 3: Agile Game Development
7. User Stories
8. Agile Planning
9. Managing the First Release

Part 4: Agile Teamwork
11. Agile Technology
12. Agile Art and Audio
13. Agile Design
14. Agile QA and Production
15. Team Formation
16. Leadership

Part 5: Large and Live
17. Scaled and Distributed Development with MAGE
18. The Live Game Pipeline
19. The Myths and Challenges of Agile
20. Working with Stakeholders
21. Agile Transitions
22. Conclusion

An electronic version of this book is available through VitalSource.

This book is viewable on PC, Mac, iPhone, iPad, iPod Touch, and most smartphones.

By purchasing, you will be able to view this book online, as well as download it, for the chosen number of days.

Digital License

You are licensing a digital product for a set duration. Durations are set forth in the product description, with "Lifetime" typically meaning five (5) years of online access and permanent download to a supported device. All licenses are non-transferable.

More details can be found here.

A downloadable version of this book is available through the eCampus Reader or compatible Adobe readers.

Applications are available on iOS, Android, PC, Mac, and Windows Mobile platforms.

Please view the compatibility matrix prior to purchase.