Why Now Is the Best Time Ever to Be a Game Developer
Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game
Playing with 'Game'
Gathering Your Party with Project Eternity (GDC Next 10)
D4: Dawn of the Dreaming Director's Drama (GDC Next 10)
Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)
How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)
Luck and Skill in Games
Minimalist Game Design for Mobile Devices
Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)
Storefront > GDC Vault Store - Audio Recordings > GDC 2007
Game Design in Agile Development
Speakers: Rory McGuire
Track: Game Design
Format: Lecture
Experience Level: Intermediate
Description: Designers face a tough task in the sheer weight of demands and expectations in next-generation console games. Rory McGuire discusses how an Agile method called Scrum being used at High Moon Studios addresses next-gen complexities with an iterative approach to game development and how it eases the task of being a game designer in a bigger project. Scrum breaks the development cycle into short sprints of two weeks to a month where developers focus on creating small slices of the larger project. For designers, the iterative approach allows for better evaluation of specific design elements. It also allows for the opportunity to get much more design polish in game play without tremendous amounts of overtime near the end of development.
Idea Takeaway: Attendees will learn fundamentals of Scrum methodology as a development technique. While focusing specifically on how it applies to game designers, the session will outline how the approach helps boost designer productivity, transparency and ease of work.
Intended Audience: This lecture is intended for game designers of all levels. Intimacy with Scrum or Agile is not necessary, a brief overview will cover pertinent information.
Please leave this field blank.
There are no related products to display.