By Clinton Keith
Video game improvement is in crisis-facing bloated budgets, very 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 answer. Scrum and Agile tools are already revolutionizing improvement outdoors the sport undefined. Now, long-time online game developer Clinton Keith indicates precisely the way to effectively observe those the way to 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 equipment. Drawing in this remarkable services, he exhibits how groups can use Scrum to convey video games extra successfully, quickly, and cost-effectively
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Extra info for Agile Game Development with Scrum (Addison-Wesley Signature Series (Cohn))
Our knowledge of the budgets and quality of what the game should ship determines the timing of when an asset enters production. If these things are unknown, the asset should not be in production. When teams enter production too soon, they do so without the proper knowledge of what to build. By the time the team discovers the true requirements, they may have created a good chunk of production assets based on false assumptions. If the requirements have changed—for example, removing the destructible geometry or adding the jet pack in Quintessential—then those assets need to be reworked.
7 Iterations toward a goal From the Library of Wow! 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.
These new additions to the project team needed a lot of handholding to come up to speed, however. When they did come up to speed, they merely created more assets that had to be reworked later. In the final tally, merging the two project teams actually slowed us down. Underestimating the Technical Challenges The original destructible prototype showed so much promise that it was added to the design with few questions asked. It was going to be the killer feature that would make the game a hit. Unfortunately, the programmers discovered—too late—that the destructible system required a major overhaul to work on the Xbox 360 and PlayStation 3.
Agile Game Development with Scrum (Addison-Wesley Signature Series (Cohn)) by Clinton Keith