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Agile game development with Scrum
1. Agile development basics
Agile development methodology values:
● Individuals and interactions over processes and tools
● Working software over comprehensive documentation
● Responding to change over following a plan
● Customer collaboration over contract negotiation
These values have enabled agile frameworks such as Scrum, Lean, Extreme Programming etc.
Game development challenges
Feature creep a term given to features being added to a project after the original scope is
defined. This happens for two reasons; the first is when the stakeholders see the game in
progress and request new features (socalled emergent requirements); two when a feature
doesn’t live up to its expectation so more work is added to find the fun.
Feature creep and changes are inevitable. This is often the main problem with writing big
designs up front (BDUF): the goal is to answer all the questions about the game. The truth is we
can’t know everything about the game at the start. Knowledge comes only when we get the
controller in hand and start playing the game at a decent frame rate on the target
machine/platform. The only way to recognize the fun is to play it. We may be certain we’re
making a first person shooter, but knowledge of exactly what types of weapons are best is
lacking. We learn more and reduce the uncertainty as we shoot the characters in the game.
Overoptimistic schedules Task estimation is not an exact science. Many things throw off the
estimated time to complete a task:
● The difference in experience and productivity between people working together on a
single task
● How many other tasks a person is working on at the same time
● The stability of the build and tools used to complete the task
● The iterative nature of the task; its uncertain how many iterations will be necessary for
tuning and polishing a feature to “find the fun”
Controlling idea A controlling idea is a bit similar to a business statement, but more directed
at game features. It’s objective is to capture the essence of what the game is and where the fun
factor is. The controlling idea’s essence and strength is in laying boundaries and goals.
Whenever the team is faced with a choice of “should we add this” or “does this fit” they go back
to the controlling idea and typically find the answer.