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        Présentation Agile Game Development de Clinton Keith Format Broché

         - Livre Informatique

        Livre Informatique - Clinton Keith - 01/07/2020 - Broché - Langue : Anglais

        . .

      • Auteur(s) : Clinton Keith
      • Editeur : Pearson Education
      • Langue : Anglais
      • Parution : 01/07/2020
      • Format : Moyen, de 350g à 1kg
      • Nombre de pages : 576
      • Expédition : 896
      • Dimensions : 22.8 x 17.4 x 2.8
      • ISBN : 9780136527817



      • Résumé :

        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

        Biographie:

        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

        Sommaire:

        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

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