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Agile game development : build, play, repeat /

By: Keith, Clinton [author.].
Series: Addison-Wesley signature series: Publisher: New York : Addison-Wesley, 2021Edition: Second edition.Description: xxxvii, 532 pages : illustrations ; 24 cm.Content type: text Media type: unmediated Carrier type: volumeISBN: 9780136527817; 0136527817; 0326527817; 9780326527818; 0326527818.Subject(s): Computer games -- Programming | Agile software development | Scrum (Computer software development)DDC classification: 005.1112
Contents:
The Problem and the Solution -- The Crisis Facing Game Development -- Agile and lean Development -- Scrum and Kanban -- Scrum -- Sprints -- Great teams -- Kanban -- The project backlog -- Agile game development -- User Stories -- Agile release Planning -- Video game project management -- Faster iterations -- Agile Disciplines -- Agile Technology -- Agile Art and Audio -- Agile Design -- Agile QA and Production -- Getting Started -- The Myths and Challenges of Scrum -- Working with a Stackholders -- Team transformations -- Growing beyond -- Coaching teams for greatness -- Self-organizaation and leadership -- Scaling Agile game teams -- Live game development -- There are no 'best' practices.
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Holdings
Item type Current library Call number Copy number Status Date due Barcode Item holds
Standard Loan Standard Loan ATU Sligo Yeats Library Main Lending Collection 005.1112 KEI (Browse shelf(Opens below)) Available 0082714
Standard Loan Standard Loan ATU Sligo Yeats Library Main Lending Collection 005.1112 KEI (Browse shelf(Opens below)) 2 Available 0082712
Standard Loan Standard Loan ATU Sligo Yeats Library 005.1112 KEI (Browse shelf(Opens below)) 3 Available 0082713
Total holds: 0

Includes bibliographical references and index.

Part I. The Problem and the Solution -- 1. The Crisis Facing Game Development -- Agile and lean Development -- Part II. Scrum and Kanban -- 3. Scrum -- Sprints -- Great teams -- Kanban -- The project backlog -- Part III. Agile game development -- 8. User Stories -- Agile release Planning -- Video game project management -- Faster iterations -- Part IV. Agile Disciplines -- 12. Agile Technology -- Agile Art and Audio -- Agile Design -- Agile QA and Production -- Part V. Getting Started -- 16. The Myths and Challenges of Scrum -- Working with a Stackholders -- Team transformations -- Part VI. Growing beyond -- Coaching teams for greatness -- Self-organizaation and leadership -- Scaling Agile game teams -- Live game development -- There are no 'best' practices.

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