By Clinton Keith
Online game improvement is in crisis-facing bloated budgets, most unlikely schedules, unmanageable complexity, and dying march extra time. It’s no ask yourself such a lot of improvement studios are suffering to outlive. thankfully, there's a resolution. Scrum and Agile tools are already revolutionizing improvement outdoors the sport undefined. Now, long-time online game developer Clinton Keith exhibits precisely the best way to effectively practice those how you can the original demanding situations of video game improvement. Keith has spent greater than fifteen years constructing video games, seven of them with Scrum and agile tools. Drawing in this extraordinary services, he indicates how groups can use Scrum to convey video games extra successfully, speedily, and cost-effectively
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Extra resources for Agile Game Development with Scrum (Addison-Wesley Signature Series (Cohn))
The challenge of preproduction is to find the fun of the game that drives the goals of production. Production is the stage where the team builds a dozen or so hours of content, such as characters and levels. Production fleshes out the story and surroundings to leverage the mechanics created in pre-production. The challenge of production is to maximize efficiency, minimize waste, and create predictability. Predictability is more important during production. Production represents a great deal of work.
This is often the main problem with writing big designs up front (BDUF): The goal is to answer all questions about the game. In reality, we can’t really know everything about a game at the start. Knowledge comes only when we have the controller in hand and are playing the game at a decent frame rate on the target machine. The only way to recognize fun is to play it. In the early stages of the game, we have the greatest range of uncertainty. We learn more when we can shoot characters in the game.
8 shows the high-level flow of an agile game project. Starting on the left, customers and stakeholders (see Chapter 3) identify features and other requirements (such as tools and infrastructure needs) for the game. These features are placed on a list called the product backlog (Chapter 3) that is prioritized by the product owner (Chapter 3). These product backlog items (PBIs) (Chapter 3) are expressed as user stories (Chapter 5) that communicate the value of each PBI to the customers and stakeholders.