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Agile Game Development: Build, Play, Repeat(Addison-Wesley Signature Series (Cohn))

Agile Game Development: Build, Play, Repeat(Addison-Wesley Signature Series (Cohn))

          
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About the Book

The definitive guide to more effective and personally fulfilling game development with Agile Methods—now revamped to reflect ten more years of experience and improvements 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. Agile and Lean methods have revolutionized development in the game development industry. In Agile Game Development, long-time game developer and consultant Clinton Keith shows exactly how these methods have been successfully applied to the unique challenges of modern game development. Clint has spent more than 25 years developing games and training and coaching hundreds of game development teams. Drawing on this unparalleled expertise, he shows how teams can use the practices of Scrum and Kanban, customized to game development, 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. Contains several new chapters on live games, leadership, and coaching, including an all-new section on Agile for large teams of up to 1000 developers Updates to all chapters to reflect a decade of experience with more than 200 studios Now covering Kanban and other Agile approaches alongside Scrum Understanding Agile goals, roles, and practices in the context of game development Discovering how Agile benefits every specialty in game development from art to QA Communicating and planning your game's vision, features, and progress Game developers and leaders are recognizing the modern challenges of gaming. Game development organizations need a far better way to work. Agile Game Development gives them that—and brings the profitability, creativity, and fun back to game development.

Table of Contents:
Foreword     xxvii Preface     xxix Part I: The Problem and the Solution     1 Chapter 1: The Crisis Facing Game Development     3 The Solutions in This Chapter     3 A Brief History of Game Development     4     Iterating on Arcade Games     5     Early Methodologies     6     The Death of the Hit-or-Miss Model     8 The Crisis     9     Less Innovation     9     Less Value     10     Work Environment     10     Mobile/Live Challenges     10 What Good Looks Like     11 Summary     12 Additional Reading     12 Chapter 2: Agile and Lean Development     13 The Solutions in This Chapter     13 What Is Agile?     13 What Is Lean?     14 Why Game Development Is Hard     16     Learning from Postmortems     16     The Problems     19 Applying Both Agile and Lean     23 Why Use Agile and Lean for Game Development?     24     Cost and Quality     24     Finding the Fun First     25     Iterate More, Fail Fast     26     Agile Values Applied to Game Development     27     Lean Principles Applied to Game Development     30 What an Agile Project Looks Like     33     Agile Development     35     Projects Versus Live Development     36     Pre-Deployment Releases     37 The Challenge of Agile and Lean     37 What Good Looks Like     38 Summary     38 Additional Reading     38 Part II: Scrum and Kanban     39 Chapter 3: Scrum     41 The Solutions in This Chapter     42 The History of Scrum     43     The Big Picture     44     The Values of Scrum     47     The Principles of Scrum     47 Product Backlog, Sprints, and Releases     48     The Product Backlog     48     Sprints     50     Releases     51 Scrum Roles     52     The Scrum Team     52     Development Team     54     Scrum Master     54     Product Owner     59 Customers and Stakeholders     62 Chickens and Pigs     64 Scaling Scrum     65 What Good Looks Like     65 Summary     65 Additional Reading     65 Chapter 4: Sprints     67 The Solutions in This Chapter     67 The Big Picture     67 Planning     68     The Sprint Goal     69     Part One: Identifying the Sprint Goal     69     Part Two: Planning How to Achieve the Sprint Goal     70     Length     74 Tracking Progress     78     Task Cards     78     Burndown Chart     79     The Burndown Trend     80     Task Board     82     War Room     84 The Daily Scrum Meeting     84     The Practice     84     Improving the Daily Scrum     86 Sprint Reviews     88     Review Format for Smaller Games     88     Remote Stakeholders     89     Studio Stakeholders     90     Players     90     Honest Feedback     90 Retrospectives     90     The Meeting     91     Posting and Tracking Results     92 Sprint Challenges     92     Sprint Interrupted     93     Sprint Resets     93     Problems with the Sprint Goal     94     Running Out of Work     96 What Good Looks Like     96 Summary     97 Additional Reading     97 Chapter 5: Great Teams     99 What Are Great Teams?     100 The Solutions in This Chapter     101 An Agile Approach to Teams     101     Cross-Discipline Teams     102     Generalizing Specialists     104     Self-Management     105     Team Size     105 What Good Looks Like     108 Summary     109 Additional Reading     110 Chapter 6: Kanban     111 The Solutions in This Chapter     111 What Is Kanban?     112     Visualizing the Workflow     112     Measuring the Workflow     113     Managing the Workflow     114 Improving the Workflow     117     Reducing Batch Sizes and Waste     117     Reducing Handoffs     118     Responding to Bottlenecks     118 The Difference with Scrum     120 What Good Looks Like     121 Summary     121 Additional Reading     122 Chapter 7: The Product Backlog     123 The Solutions in This Chapter     123 A Fateful Meeting     124 Why Design Documents Fail     125 The Product Backlog     126     Product Backlog Items     126     Ordering the Product Backlog     127     Continual Planning     128     Allowing for Change and Emergence     128     Encouraging Team Engagement and Alignment     129 Creating the Product Backlog     129 Managing the Product Backlog     131     Backlog Refinement     131     Who Attends the Refinement and When?     132     Techniques for Ordering the Product Backlog     132 Defining “Done”     137     Types of Debt     137     Managing Debt     138     Development DoDs and Stakeholder DoDs     139     QA and DoDs     140     Sets of Done     141 Challenges     142 Dysfunctional Product Ownership     142     The Proxy Product Owner     144     Product Owner Committees     144     Silo Product Owners     145     Attention Deficit Product Owner     146     Tunnel Vision Product Owner     147     Distant Product Owner     149 What Good Looks Like     152 Summary     152 Additional Reading     153 Part III: Agile Game Development     155 Chapter 8: User Stories     157 Speaking Different Languages     158 The Solutions in This Chapter     158 What Are User Stories?     159 Levels of Detail     160 Acceptance Criteria     161 Using Index Cards for User Stories     163 INVEST in User Stories     164     Independent     164     Negotiable     165     Valuable     166     Estimable     167     Sized Appropriately     168     Testable     168 User Roles     169 Collecting Stories     171 Splitting Stories     174     Split Along Research or Prototype Dependencies     175     Split Along Conjunctions     175     Split by Progression or Value     176     Other Splitting Tips     176 Advantages of User Stories     176     Face-to-Face Communication     177     Everyone Can Understand User Stories     177 What Good Looks Like     178 Summary     179 Additional Reading     179 Chapter 9: Agile Release Planning     181 The Solutions in This Chapter     181 What Is Release Planning?     182     Release Planning Meetings     183     Chartering a Shared Vision     184 Estimating Feature Size     186     Velocity     186     How Much Effort Should We Spend Estimating?     187     Where Are Story Sizes Estimated?     188     Story Points     189     Alternatives to Story Points     194 Release Planning with Story Points     195     Updating the Release Plan     197     Marketing Demos and Hardening Sprints     198 What Good Looks Like     200 Summary     200 Additional Reading     201 Chapter 10: Video Game Project Management     203 Midnight Club Story     203 The Solutions in This Chapter     204 Minimum Viable Game     205 Contracts     207 Hitting Fixed Ship Dates     208 Managing Risk     209     Incorporating Risk in the Product Backlog     210 The Need for Stages     211 The Development Stages     212 Mixing the Stages     213 Managing Stages with Releases     214 Lean Production     215     Production Debt     216     The Challenge of Scrum in Production     218     Lean Production with Kanban     220     Working with Scrum     234     Transitioning Scrum Teams     235 What Good Looks Like     235 Summary     236 Additional Reading     236 Chapter 11: Faster Iterations     237 The Solutions in This Chapter     238 Where Does Iteration Overhead Come From?     238 Measuring and Displaying Iteration Time     239     Measuring Iteration Times     239     Displaying Iteration Times     240 Personal and Build Iteration     241     Personal Iteration     241     Build Iteration     242 What Good Looks Like     250 Summary     250 Additional Reading     250 Part IV: Agile Disciplines     251 Chapter 12: Agile Technology     253 The Solutions in This Chapter     254 The Problems     254     Uncertainty     254     Change Causes Problems     255     Cost of Late Change     256     Too Much Architecture Up Front     257 An Agile Approach     258     Extreme Programming (XP)     259     Debugging     265     Optimization     266 What Good Looks Like     269 Summary     270 Additional Reading     270 Chapter 13: Agile Art and Audio     271 The Solutions in This Chapter     271 Concerns About Agile     273 Art Leadership     274 Art on a Cross-Discipline Team     275     Creative Tension     275     Art QA     276     Building Art Knowledge     277     Overcoming the “Not Done Yet” Syndrome     278     Budgets     279     Audio at the “End of the Chain”     280     Shifting to Kanban     281 What Good Looks Like     281 Summary     282 Additional Reading     282 Chapter 14: Agile Design     283 The Solutions in This Chapter     284     Designs Do Not Create Knowledge     284     The Game Emerges at the End     285 Designing with Scrum     286     A Designer for Every Team?     286     The Role of Documentation     286     Parts on the Garage Floor     288     Set-Based Design     291     Lead Designer Role     295     Designer as Product Owner?     295 What Good Looks Like     296 Summary     296 Additional Reading     296 Chapter 15: Agile QA and Production     297 Agile QA     297 The Solutions in This Chapter     298 The Problem with QA     298 Most QA Is Just QC     299 Agile Testing Is Not a Phase     300 The Role of QA on an Agile Game Team     301     QA, Embedded or in Pools?     303     How Many Testers per Team?     303     Using a Bug Database     304     Play-Testing     305     The Future of QA     307 Agile Production     307     The Role of a Producer on an Agile Project     308     Producer as Scrum Master     309     Producer as Product Owner Support     309     Producer as Product Owner     310     The Future of Production     311 What Good Looks Like     311 Summary     311 Additional Reading     312 Part V: Getting Started     313 Chapter 16: The Myths and Challenges of Scrum     315 The Solutions in This Chapter     315 Silver Bullet Myths     316     Scrum Will Solve All of Your Problems for You     316     Fear, Uncertainty, and Doubt     316 Scrum Challenges     321     Scrum as a Tool for Process and Culture Change     321     Scrum Is About Adding Value, Not Task Tracking     323     Status Quo Versus Continual Improvement     323     Cargo Cult Scrum     324     Scrum Is Not for Everyone     326     Overtime     326     Crunch     327 What Good Looks Like     329 Summary     330 Additional Reading     330 Chapter 17: Working with Stakeholders     331 The Solutions in This Chapter     332 Who Are the Stakeholders?     332 The Challenges     332 Focus Comes Too Late     333 Milestone Payments and Collaboration     334 Limited Iteration     335 First-Party Problems     335 Portfolios Drive Dates     336 Building Trust, Allaying Fear     337 The Fears     337 Understanding Agile     338 Publisher-Side Product Owners     339 Meeting Project Challenges Early     340 Managing the Production Plan     341 Allaying the Fears     342 Agile Contracts     342 Iterating Against a Plan     344 Fixed Ship Dates     345 Agile Pre-Production     348 The Stage-Gate Model     348 What Good Looks Like     350 Summary     350 Additional Reading     351 Chapter 18: Team Transformations     353 The Solutions in This Chapter     353 The Three Stages of Team Transformation     353     The Apprentice Stage     355     The Journeyman Stage     359     The Master Stage     367 What Good Looks Like     369 Summary     370 Additional Reading     370 Part VI: Growing Beyond     371 Chapter 19: Coaching Teams for Greatness     373 What Is a “Great Team”?     373 Why Coaching?     374 The Solutions in This Chapter     374 Coaching Skills     374     My Path to Coaching     374     The Coaching Stance     375     Facilitation     377     Coaching Tools     379 Coaching Teams to Higher Performance     381     Psychological Safety     381     Common Goals     382     Shared Accountability     382     Working Agreement     382     Root Cause Analysis     383 Team Maturity Models     384     The Five Dysfunctions of a Team     384     The Tuckman Model     385     Situational Leadership     386 Coaching Tools and Practices     387     Lighten the Mood     387     Love Card Wall     388     Notes of Encouragement     389     PechaKucha Introductions     389     Socialize the Team     390     Measure Team Health     391     Group Confession     391     360 Reviews     392 What Good Looks Like     393 Summary     393 Additional Reading     393 Chapter 20: Self-Organization and Leadership     395 The Solutions in This Chapter     396 Self-Organization     396     Valve Software     397     Supercell     398     Growing Teams     399 Leadership     403     Agile Leadership     403     Studio Leadership     404     Discipline Leadership     405     Director Roles     406     Mentors     407     Reviews     407     Servant Leadership     408 Systems Thinking     409     Turning a Vicious Cycle into a Virtuous Cycle     409     Seeking Out Systems     411 Intrinsic Motivation     411     Autonomy     412     Mastery     412     Purpose     412 Flow     412     Finding the Right Challenge     414     Increasing Skills     414 Studio Coaches     415     Shifting Roles     416     Large-Scale Scrum: More with LeSS     417 Adoption Strategies     418     Beachhead Teams     419     Full-Scale Deployment     422 What Good Looks Like     426 Summary     426 Additional Reading     426 Chapter 21: Scaling Agile Game Teams     429 The Solutions in This Chapter     429 Challenges to Scaling     430     Loss of Vision     430     Adding People Late     431     Communication Among Large Teams     431 Should You Scale Up?     433 Scaling the Wrong Process     433 The MAGE Framework     434     Whole Game Focus     435     Communication, Purpose, and Autonomy     435     Systems Thinking     435     Scaling the Right Way     436 The Product Backlog     436     Tools and Mind Maps     436     Pooling Functions and Dispersing Components     437     Pillars     438 Team Organization     438     Feature Teams     438     Component Teams     439     Production Teams     439     Support Teams     440     Tool Teams     442     Pool Teams     443     Integration Teams     443     Feature Area Teams     443     Communities of Practice     444 Product Ownership     445 Additional Roles     447     Project Management Support     447     Supplemental Roles     448     Pillar Champions     448 Releases     448     Release Planning     449     Rolling Out the Release Plan     451     Forming Teams     452     Updating the Release Plan     452     Using Project Boards     453 Sprints     454     Aligning Sprint Dates     454     The Scrum of Scrums     455     Sprint Planning     458     Sprint Reviews     458     Sprint Retrospectives     459 Managing Dependencies     460     Team Formation     461     Release Planning     461     Team Dependency Management     462     Reducing Expert Dependencies     462 Distributed and Dispersed Development     463     Distributed versus Dispersed     463     Challenges to Distributed Development     464     Challenges to Dispersed Development     466 What Good Looks Like     468 Summary     468 Additional Reading     469 Chapter 22: Live Game Development     471 The Solutions in This Chapter     472 Games As a Service     472 Why Agility for Live Games?     473 DevOps and Lean Startup     473 Feedback Loops     474     Live Games and Fighter Aircraft     474     Live Game Feedback Loops     475     Measuring the Feedback Loop     478 Part One: Plan     478     Have a Vision     479     Model the Players     479     Establish the Goals     480     Identify an Incremental Step     480     Develop the Hypothesis     480 Part Two: Develop     482     Map and Measure the Entire Pipeline     482     Identify Ways to Improve the Pipeline     483     Reduce the Batch Size     485     QA for Live Games     487 Part Three: Deploy and Support     487     Continuous Delivery     488     Live Support Tools     490 Part Four: Measure and Learn     494     Measure Results     494     Do Retrospective Actuals and Update Your Vision     495 What Good Looks Like     495 Summary     496 Additional Reading     496 Chapter 23: There Are No “Best” Practices     497 The Solutions in This Chapter     497 Visualizing Your Work     498     Feature Boards     498     Story Mapping     501 Developing for New Platforms     504     Launch Title Development     505     Parallel Development     506 Agile and Indie Game Development508     The Draw of Indie Development     508     The Challenges of Indie Development     509     How Agile Development Helps     509 What Good Looks Like     510 Summary     511 Additional Reading     511 Conclusion     513 Index     515


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Product Details
  • ISBN-13: 9780136527817
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Addison Wesley
  • Height: 100 mm
  • No of Pages: 576
  • Series Title: Addison-Wesley Signature Series (Cohn)
  • Sub Title: Build, Play, Repeat
  • Width: 100 mm
  • ISBN-10: 0136527817
  • Publisher Date: 08 Jul 2020
  • Binding: Paperback
  • Language: English
  • Returnable: Y
  • Spine Width: 100 mm
  • Weight: 900 gr


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