Skip to Main Content
Agile Game Development: Build, Play, Repeat, 2nd Edition
book

Agile Game Development: Build, Play, Repeat, 2nd Edition

by Clinton Keith
July 2020
Intermediate to advanced content levelIntermediate to advanced
576 pages
13h 48m
English
Addison-Wesley Professional
Content preview from Agile Game Development: Build, Play, Repeat, 2nd Edition

Chapter 4

Sprints

In the previous chapter, we introduced Scrum practices and roles. In this chapter, we’ll go into more detail about Sprints, the iterative cycles of development. We’ll see how they are planned, how they are conducted on a day-to-day basis, and how the team and stakeholders review the progress at the end and reflect on how well they worked together. Finally, we’ll see how Sprints might fail to achieve their full goals and how the teams and stakeholders deal with that.

The Solutions in This Chapter

The solutions we are addressing through proper Sprints are ensuring that:

  • Developers are part of the planning cycle.

  • Developers are focusing on the goals of the game, and the studio leadership is focusing on removing any roadblocks ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

Fundamentals of Game Design, Third Edition

Fundamentals of Game Design, Third Edition

Ernest Adams

Publisher Resources

ISBN: 9780136204831