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Agile Game Development with Scrum


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Table of Contents

  • Part I: The Problem and the Solution
  • Chapter 1: The Crisis Facing Game Development
  • Chapter 2: Agile Development
  • Part II: Scrum and Agile Planning
  • Chapter 3: Scrum
  • Chapter 4: Sprints
  • Chapter 5: User Stories
  • Chapter 6: Agile Planning
  • Part III: Agile Game Development
  • Chapter 7: Video Game Project Planning
  • Chapter 8: Teams
  • Chapter 9: Faster Iterations
  • Part IV: Agile Disciplines
  • Chapter 10: Agile Technology
  • Chapter 11: Agile Art and Audio
  • Chapter 12: Agile Design
  • Chapter 13: Agile QA and Production
  • Part V: Getting Started
  • Chapter 14: The Myths and Challenges of Scrum
  • Chapter 15: Working with a Publisher
  • Chapter 16: Launching Scrum
  • Conclusion
  • Bibliography
  • Index

About the Author

Clinton Keith is an independent agile coach and Certified Scrum Trainer who helps game developers and nongame developers alike adopt Scrum, Extreme Programming, kanban, and other agile practices to greatly improve their productivity, workplace, and product quality.

Over the course of 25 years, Clint has gone from programming avionics for advanced fighter jets and underwater robots to overseeing programming for hit video games such as Midtown Madness and Midnight Club. Clint has been a programmer, project director, CTO, and director of product development at several studios. Through a series of presentations and his popular blog, Clint introduced the video game industry to Scrum in 2005. As CTO, Clint helped High Moon Studios achieve a place on IT Week Magazine's Top 50 Technology Innovators list in 2005 and 2006 and win several of San Diego Society for HR Management's Workplace Excellence Awards in 2005, 2006, and 2007.

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" If you've ever felt that gaps exist between 'traditional' software development using Scrum and video game development using Scrum, this book is for you. Clinton effectively bridges those gaps by covering the adjustments necessary for disciplines, individual roles, and processes and project phases unique to game development, thoroughly supporting it with explicit examples and practical advice. Simply put, a must-read for game developers that are currently using or plan to implement Scrum or other agile processes within their company."

-Jeff Lindsey, Producer, Longtail Studios " I wish Clinton Keith could go back and write this book 15 years ago-it would have helped me see things a lot differently. Agile Game Development with SCRUM is a one stop shop for game teams interested in using scrum techniques."-CJ Connoy, Game Producer, Treyarch " By the time you wake up and realize that you really need this book, your project will probably be too far gone. Dive into agile before it's too late and let Clinton be your guide. Tested under the fires of true game production, everyone involved in game development will gain from reading Clinton's wisdom."-Jason Della Rocca, Founder, Perimeter Partners, and former Executive Director of the International Game Developers Association " Clinton Keith has written an excellent book for both practitioners and students. He combines an in-depth analysis of the challenges of large scale game development with hands-on advice on the use of Scrum. His often funny anecdotes illustrate that this guy has really experienced the heat of large computer games projects."-Bendik Bygstad, Professor of Information Systems, The Norwegian School of IT " Clinton Keith combines his experience as both video game developer and agile practitioner to apply Scrum philosophy to the unique challenges of video game development. Clint clearly explains the philosophy behind Scrum, going beyond theory and sharing his experiences and stories about its successful application at living, breathing development studios."-Erik Theisz, Senior Producer, 38 Studios " Clinton has combined his extensive game and software development experiences with agile methodologies. The result is a thoughtful, clear, and, most importantly, realistic application of agile to game development."-Senta Jakobsen, Senior Development Director, DICE

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