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ویرایش: 2
نویسندگان: Clinton Keith
سری: Addison-Wesley Signature Series (Cohn)
ISBN (شابک) : 0136527817, 9780136527817
ناشر: Addison-Wesley
سال نشر: 2020
تعداد صفحات: 572
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 31 مگابایت
در صورت تبدیل فایل کتاب Agile Game Development: Build, Play, Repeat به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب توسعه بازی چابک: ساخت، بازی، تکرار نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Half Title Title Page Copyright Page Dedication Contents at a Glance Contents Foreword Preface Part I: The Problem and the Solution Chapter 1: The Crisis Facing Game Development The Solutions in This Chapter A Brief History of Game Development Iterating on Arcade Games Early Methodologies The Death of the Hit-or-Miss Model The Crisis Less Innovation Less Value Deteriorating Work Environment Mobile/Live Challenges What Good Looks Like Summary Additional Reading Chapter 2: Agile and Lean Development. The Solutions in This Chapter What Is Agile? What Is Lean? Why Game Development Is Hard Learning from Postmortems The Problems Applying Both Agile and Lean Why Use Agile and Lean for Game Development? Cost and Quality Finding the Fun First Iterate More, Fail Fast Agile Values Applied to Game Development Lean Principles Applied to Game Development What an Agile Project Looks Like Agile Development Projects Versus Live Development Pre-Deployment Releases The Challenge of Agile and Lean What Good Looks Like Summary Additional Reading Part II: Scrum and Kanban Chapter 3: Scrum The Solutions in This Chapter The History of Scrum The Big Picture The Values of Scrum The Principles of Scrum Product Backlog, Sprints, and Releases The Product Backlog Sprints Releases Scrum Roles The Scrum Team Development Team Scrum Master Product Owner Customers and Stakeholders Chickens and Pigs Scaling Scrum What Good Looks Like Summary Additional Reading Chapter 4: Sprints. The Solutions in This Chapter The Big Picture Planning The Sprint Goal Part One: Identifying the Sprint Goal Part Two: Planning How to Achieve the Sprint Goal Length Tracking Progress Task Cards Burndown Chart The Burndown Trend Task Board War Room The Daily Scrum Meeting The Practice Improving the Daily Scrum Sprint Reviews Review Format for Smaller Games Remote Stakeholders Studio Stakeholders Players Honest Feedback Retrospectives The Meeting Posting and Tracking Results Sprint Challenges Sprint Interrupted Sprint Resets Problems with the Sprint Goal Running Out of Work What Good Looks Like Summary Additional Reading Chapter 5: Great Teams What Are Great Teams? The Solutions in This Chapter An Agile Approach to Teams Cross-Discipline Teams Generalizing Specialists Self-Management Team Size What Good Looks Like Summary Additional Reading Chapter 6: Kanban The Solutions in This Chapter What Is Kanban? Visualizing the Workflow Measuring the Workflow Managing the Workflow Improving the Workflow Reducing Batch Sizes and Waste Reducing Handoffs Responding to Bottlenecks The Difference with Scrum What Good Looks Like Summary Additional Reading Chapter 7: The Product Backlog The Solutions in This Chapter A Fateful Meeting Why Design Documents Fail The Product Backlog Product Backlog Items Ordering the Product Backlog Continual Planning Allowing for Change and Emergence Encouraging Team Engagement and Alignment Creating the Product Backlog Managing the Product Backlog Backlog Refinement Who Attends the Refinement and When? Techniques for Ordering the Product Backlog Defining “Done” Types of Debt Managing Debt Development DoDs and Stakeholder DoDs QA and DoDs Sets of Done Challenges Dysfunctional Product Ownership The Proxy Product Owner Product Owner Committees Silo Product Owners Attention Deficit Product Owner Tunnel Vision Product Owner Distant Product Owner What Good Looks Like Summary Additional Reading Part III: Agile Game Development. Chapter 8: User Stories. Speaking Different Languages The Solutions in This Chapter What Are User Stories? Levels of Detail Acceptance Criteria Using Index Cards for User Stories INVEST in User Stories Independent Negotiable Valuable Estimable Sized Appropriately Testable User Roles Collecting Stories Splitting Stories Split Along Research or Prototype Dependencies Split Along Conjunctions Split by Progression or Value Other Splitting Tips Advantages of User Stories Face-to-Face Communication Everyone Can Understand User Stories What Good Looks Like Summary Additional Reading Chapter 9: Agile Release Planning The Solutions in This Chapter What Is Release Planning? Release Planning Meetings Chartering a Shared Vision Estimating Feature Size Velocity How Much Effort Should We Spend Estimating? Where Are Story Sizes Estimated? Story Points Alternatives to Story Points Release Planning with Story Points Updating the Release Plan Marketing Demos and Hardening Sprints What Good Looks Like Summary Additional Reading Chapter 10: Video Game Project Management Midnight Club Story The Solutions in This Chapter Minimum Viable Game Contracts Hitting Fixed Ship Dates Managing Risk Incorporating Risk in the Product Backlog The Need for Stages The Development Stages Mixing the Stages Managing Stages with Releases Lean Production Production Debt The Challenge of Scrum in Production Lean Production with Kanban Working with Scrum Transitioning Scrum Teams What Good Looks Like Summary Additional Reading Chapter 11: Faster Iterations The Solutions in This Chapter Where Does Iteration Overhead Come From? Measuring and Displaying Iteration Time Measuring Iteration Times Displaying Iteration Times Personal and Build Iteration Personal Iteration Build Iteration What Good Looks Like Summary Additional Reading Part IV: Agile Disciplines Chapter 12: Agile Technology The Solutions in This Chapter The Problems Uncertainty Change Causes Problems Cost of Late Change Too Much Architecture Up Front An Agile Approach Extreme Programming (XP) Debugging Optimization What Good Looks Like Summary Additional Reading Chapter 13: Agile Art and Audio. The Solutions in This Chapter Concerns About Agile Art Leadership Art on a Cross-Discipline Team Creative Tension Art QA Building Art Knowledge Overcoming the “Not Done Yet” Syndrome Budgets Audio at the “End of the Chain” Shifting to Kanban What Good Looks Like Summary Additional Reading Chapter 14: Agile Design The Solutions in This Chapter Designs Do Not Create Knowledge The Game Emerges at the End Designing with Scrum A Designer for Every Team? The Role of Documentation Parts on the Garage Floor Set-Based Design Lead Designer Role Designer as Product Owner? What Good Looks Like Summary Additional Reading Chapter 15: Agile QA and Production. Agile QA The Solutions in This Chapter The Problem with QA Most QA Is Just QC Agile Testing Is Not a Phase The Role of QA on an Agile Game Team QA, Embedded or in Pools? How Many Testers per Team? Using a Bug Database Play-Testing The Future of QA Agile Production The Role of a Producer on an Agile Project Producer as Scrum Master Producer as Product Owner Support Producer as Product Owner The Future of Production What Good Looks Like Summary Additional Reading Part V: Getting Started Chapter 16: The Myths and Challenges of Scrum The Solutions in This Chapter Silver Bullet Myths Scrum Will Solve All of Your Problems for You Fear, Uncertainty, and Doubt Scrum Challenges Scrum as a Tool for Process and Culture Change Scrum Is About Adding Value, Not Task Tracking Status Quo Versus Continual Improvement Cargo Cult Scrum Scrum Is Not for Everyone Overtime Crunch What Good Looks Like Summary Additional Reading Chapter 17: Working with Stakeholders The Solutions in This Chapter Who Are the Stakeholders? The Challenges Focus Comes Too Late Milestone Payments and Collaboration Limited Iteration First-Party Problems Portfolios Drive Dates Building Trust, Allaying Fear The Fears Understanding Agile Publisher-Side Product Owners Meeting Project Challenges Early Managing the Production Plan Allaying the Fears Agile Contracts Iterating Against a Plan Fixed Ship Dates Agile Pre-Production The Stage-Gate Model What Good Looks Like Summary Additional Reading Chapter 18: Team Transformations The Solutions in This Chapter The Three Stages of Team Transformation The Apprentice Stage The Journeyman Stage The Master Stage What Good Looks Like Summary Additional Reading Part VI: Growing Beyond Chapter 19: Coaching Teams for Greatness What Is a “Great Team”? Why Coaching? The Solutions in This Chapter Coaching Skills My Path to Coaching The Coaching Stance Facilitation Coaching Tools Coaching Teams to Higher Performance Psychological Safety Common Goals Shared Accountability Working Agreement Root Cause Analysis Team Maturity Models The Five Dysfunctions of a Team The Tuckman Model Situational Leadership Coaching Tools and Practices Lighten the Mood Love Card Wall Notes of Encouragement PechaKucha Introductions Socialize the Team Measure Team Health Group Confession 360 Reviews What Good Looks Like Summary Additional Reading Chapter 20: Self-Organization and Leadership The Solutions in This Chapter Self-Organization Valve Software Supercell Growing Teams Leadership Agile Leadership Studio Leadership Discipline Leadership Director Roles Mentors Reviews Servant Leadership Systems Thinking Turning a Vicious Cycle into a Virtuous Cycle Seeking Out Systems Intrinsic Motivation Autonomy Mastery Purpose Flow Finding the Right Challenge Increasing Skills Studio Coaches Shifting Roles Large-Scale Scrum: More with LeSS Adoption Strategies Beachhead Teams Full-Scale Deployment What Good Looks Like Summary Additional Reading Chapter 21: Scaling Agile Game Teams The Solutions in This Chapter Challenges to Scaling Loss of Vision Adding People Late Communication Among Large Teams Should You Scale Up? Scaling the Wrong Process The MAGE Framework Whole Game Focus Communication, Purpose, and Autonomy Systems Thinking Scaling the Right Way The Product Backlog Tools and Mind Maps Pooling Functions and Dispersing Components Pillars Team Organization Feature Teams Component Teams Production Teams Support Teams Tool Teams Pool Teams Integration Teams Feature Area Teams Communities of Practice Product Ownership Additional Roles Project Management Support Supplemental Roles Pillar Champions Releases Release Planning Rolling Out the Release Plan Forming Teams Updating the Release Plan Using Project Boards Sprints Aligning Sprint Dates The Scrum of Scrums Sprint Planning Sprint Reviews Sprint Retrospectives Managing Dependencies Team Formation Release Planning Team Dependency Management Reducing Expert Dependencies Distributed and Dispersed Development Distributed versus Dispersed Challenges to Distributed Development Challenges to Dispersed Development What Good Looks Like Summary Additional Reading Chapter 22: Live Game Development The Solutions in This Chapter Games As a Service Why Agility for Live Games? DevOps and Lean Startup Feedback Loops Live Games and Fighter Aircraft Live Game Feedback Loops Measuring the Feedback Loop Part One: Plan Have a Vision Model the Players Establish the Goals Identify an Incremental Step Develop the Hypothesis Part Two: Develop Map and Measure the Entire Pipeline Identify Ways to Improve the Pipeline Reduce the Batch Size QA for Live Games Part Three: Deploy and Support Continuous Delivery Live Support Tools Part Four: Measure and Learn Measure Results Do Retrospective Actuals and Update Your Vision What Good Looks Like Summary Additional Reading Chapter 23: There Are No “Best” Practices The Solutions in This Chapter Visualizing Your Work Feature Boards Story Mapping Developing for New Platforms Launch Title Development Parallel Development Agile and Indie Game Development The Draw of Indie Development The Challenges of Indie Development How Agile Development Helps What Good Looks Like Summary Additional Reading Conclusion Index A B C D E F G H I J K L M N O P Q R S T U V W X Y-Z