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Agile Game Development
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Table of Contents

  • Chapter 1: The Crisis Facing Game Development
  • Chapter 2: Agile and Lean Development
  • Chapter 3: Scrum
  • Chapter 4: Sprints
  • Chapter 5: Great Teams
  • Chapter 6: Kanban
  • Chapter 7: The Product Backlog
  • Chapter 8: User Stories
  • Chapter 9: Agile Release Planning
  • Chapter 10: Video Game Project Management
  • Chapter 11: Faster Iterations
  • Chapter 12: Agile Technology
  • Chapter 13: Agile Art and Audio
  • Chapter 15: Agile QA and Production
  • Chapter 16: The Myths and Challenges of Scrum
  • Chapter 18: Team Transformations
  • Chapter 19: Coaching Teams for Greatness
  • Chapter 20: Self-Organization and Leadership
  • Chapter 21: Scaling Agile Game Teams
  • Chapter 22: Live Game Development
  • Chapter 23: There Are No 'Best' Practices

About the Author

Over the course of 35 years, Clinton Keith has gone from programming avionics for advanced fighter jets and underwater robots to developing and leading on hit video game titles such as Midtown Madness, Midnight Club, and Darkwatch, among a dozen others as a CTO and Director of Product Development. He introduced the video game industry to Agile practices in 2003 and now trains and coaches video game teams. Clinton is the author of the first edition of this book, Agile Game Development with Scrum, and co-author of Gear Up! Advanced Game Practices. 

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