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Clinton Keith - Agile Game Development: Build, Play, Repeat

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Agile Game Development: Build, Play, Repeat: summary, description and annotation

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The definitive guide to more effective and personally fulfilling game development with Agile Methodsnow revamped to reflect ten more years of experience and improvements. Game development is in crisisfacing bloated budgets, impossible schedules, unmanageable complexity, and death-march overtime. Its 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 games 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 thatand brings the profitability, creativity, and fun back to game development.

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About This eBook

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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. Ive still got the copy I bought in 2010, when it was first released. Weve stayed in touch and learned and shared a lot over the past 10 years. I love Clints 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 agoit 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 its 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 Clintons wisdom.

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

If youve 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 helpsit 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 domaking 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 Well be using this feature in the next five games, so its 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 Ive solved a problem at least a couple of times, I dont 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

Agile Game Development
Agile Game Development Build Play Repeat Second Edition Clinton Keith - photo 2
Agile Game Development

Build, Play, Repeat

Second Edition

Clinton Keith

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Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals.

The author and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein.

For information about buying this title in bulk quantities, or for special sales opportunities (which may include electronic versions; custom cover designs; and content particular to your business, training goals, marketing focus, or branding interests), please contact our corporate sales department at or (800) 382-3419.

For government sales inquiries, please contact .

For questions about sales outside the U.S., please contact .

Visit us on the Web: informit.com/aw

Library of Congress Control Number: 2020937216

Copyright 2021 by Clinton Keith

Published by Pearson Eduction, Inc.

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