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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 10

Video Game Project Management

In Chapter 2, “Agile and Lean Development,” a major challenge identified with adopting Agile for game development was matching phase-less Agile practices with the needs of game development stages, such as pre-production and production.

A typical Scrum project is always kept in a near-deployable state. The reason for this is that the work traditionally separated across multiple phases (design, coding, testing, optimization) is part of every Sprint. By doing this, Agile projects keep the debt of typically late project work, such as fixing bugs, to a minimum.

Agile game development follows the same model of combining all phases into each Sprint. However, game project stages create a different form of debt, ...

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Publisher Resources

ISBN: 9780136204831