Description

Book Synopsis
Master Lean UX and Lean Startup techniques to improve your agile game development experience beyond Scrum. This updated version of the book focuses on applying lean and agile methodologies to the game development process and features improved examples, applied techniques, and a whole new section explaining how to test a game in Unity with CI.You'll see how to define a minimum viable product (MVP) for games with Lean Canvas, allowing customers to iterate over it and collect feedback for improvement at every cycle. All of these are achieved while still using standard Agile techniques. The first part of the book explains the ideation process of a game and how lean methodologies allow developers, especially small studios, to avoid scope creep. Next, it it provides guidance on creating MVPs and using player feedback to iterate and improve games. The book then discusses continual improvement (CI) methods. A crucial part of CI is generation of Lean Canvas.LeanGame Development, Second Edition

Table of Contents

Chapter 1: Introduction

Sub –Topics

• Why lean game development, not agile game development?

• How do lean and agile relate to the game world?

• Games and software relate much more deeply.

• What kind of game is software development?

• Where did it go wrong?

• Summary



Chapter 2: First steps with Lean

Sub – Topics

• Seven key principles of lean

• Lean inception

• Lean PMO

• Lean DevOps

• Kanban

• How can you take advantage of Scrum

• Continuous integration

• Going from build-measure-learn to lean game

• Looking deeper at the inception

• Test driven development

• Lean and Games

• Summary



Chapter 3: An Inception in practice

Sub - Topics:

• How and why, we did an Inception

• How was our inception?

• Prioritizing ideas

• Persona development

• Next Steps with lean

• How does the game look like from the inception perspective

• Summary


Chapter 4: Do we really need a MVP

Sub - Topics:

• MVP and MVG Defined

• Building Prototypes

• The Product Owner role in MVP/prototype

• Getting more from less

• Recognizing when a game is not viable

• Thinking simpler first

• From MVP Canvas to Lean Game Development

• MVGs and prototypes of Super Jujuba Sisters

• Summary


Chapter 5: Examples of MVGs

Sub - Topics:

• Guerrilla Games: From Killzone FPS to open world Horizon Zero Dawn

- Conception

- Thunderjaw (core mechanic example)

- Open World

- Vegetation System

- Proof of Concept

- Pre-production

- Production

• Archero: Casual Games as a Great Lean Process

• Dead cells: Quick feedback loop

- Dead cells Core Concept

- Expanding to multiplayer

- Pivoting Tower Defense

- MVP


Chapter 6: Generating Hypothesis

Sub - Topics:

• When hypothesis are not created from the Inception


Chapter 7: Test Driven Deveopment

Sub - Topics:

• TDD defined

• Tests are good, but then why there is so much poorly tested code?

• Applying TDD to games

• Next steps to improve TDD


Chapter 8: Continuous Integration

Sub - Topics:

• Why continuous integration

• Using continuous integration

• Code versioning

• Automated build

• Summary


Chapter 9: The world between Design and Build

Sub - Topics:

• A little bit about Design

• A little bit about Build

• Pretty Beautiful, but how is it done?

• Summary


Chapter 10: Test, Code, Test

Sub - Topics:

• Testing types

• Test cases

• Coding game art work

• Coding the game software

• Test automation

• Summary


Chapter 11: Measuring and Analyzing

Sub - Topics:

• Ways of measuring

• Feedback

• More on feedback

• Other ways of measuring

• Measuring through hypothesis

• Analyzing

• Summary


Chapter 12: Creating ideas for iterating

Sub - Topics:

• Action Items

• The features are OK, but the game is not fun

• The Game is fun but very difficult to play

• Rethink the limitations on Game Development

• Tying things together

• Summary


Chapter 13: Consolidating Knowledge before Expanding

Sub - Topics

• Automated testing

• Agile methodologies

• Art and Iteration process

• Avoiding Time Waste

• Continuous Delivery

• Summary


Chapter 14: More about games


Chapter 15: Example game using Automated testing for game development

Sub - Topics

• Setting up Unity for testing.

• Creating testing scenes and objects

• Setting up a CI for Unity

• Testing Gameplay, how to test character controllers

• More testing scenarios for games

• How to test ECS with Bevy Engine

• Summary

Lean Game Development

Product form

£40.49

Includes FREE delivery

RRP £44.99 – you save £4.50 (10%)

Order before 4pm tomorrow for delivery by Mon 26 Jan 2026.

A Paperback / softback by Julia Naomi Rosenfield Boeira

3 in stock


    View other formats and editions of Lean Game Development by Julia Naomi Rosenfield Boeira

    Publisher: APress
    Publication Date: 16/12/2023
    ISBN13: 9781484298428, 978-1484298428
    ISBN10: 148429842X

    Description

    Book Synopsis
    Master Lean UX and Lean Startup techniques to improve your agile game development experience beyond Scrum. This updated version of the book focuses on applying lean and agile methodologies to the game development process and features improved examples, applied techniques, and a whole new section explaining how to test a game in Unity with CI.You'll see how to define a minimum viable product (MVP) for games with Lean Canvas, allowing customers to iterate over it and collect feedback for improvement at every cycle. All of these are achieved while still using standard Agile techniques. The first part of the book explains the ideation process of a game and how lean methodologies allow developers, especially small studios, to avoid scope creep. Next, it it provides guidance on creating MVPs and using player feedback to iterate and improve games. The book then discusses continual improvement (CI) methods. A crucial part of CI is generation of Lean Canvas.LeanGame Development, Second Edition

    Table of Contents

    Chapter 1: Introduction

    Sub –Topics

    • Why lean game development, not agile game development?

    • How do lean and agile relate to the game world?

    • Games and software relate much more deeply.

    • What kind of game is software development?

    • Where did it go wrong?

    • Summary



    Chapter 2: First steps with Lean

    Sub – Topics

    • Seven key principles of lean

    • Lean inception

    • Lean PMO

    • Lean DevOps

    • Kanban

    • How can you take advantage of Scrum

    • Continuous integration

    • Going from build-measure-learn to lean game

    • Looking deeper at the inception

    • Test driven development

    • Lean and Games

    • Summary



    Chapter 3: An Inception in practice

    Sub - Topics:

    • How and why, we did an Inception

    • How was our inception?

    • Prioritizing ideas

    • Persona development

    • Next Steps with lean

    • How does the game look like from the inception perspective

    • Summary


    Chapter 4: Do we really need a MVP

    Sub - Topics:

    • MVP and MVG Defined

    • Building Prototypes

    • The Product Owner role in MVP/prototype

    • Getting more from less

    • Recognizing when a game is not viable

    • Thinking simpler first

    • From MVP Canvas to Lean Game Development

    • MVGs and prototypes of Super Jujuba Sisters

    • Summary


    Chapter 5: Examples of MVGs

    Sub - Topics:

    • Guerrilla Games: From Killzone FPS to open world Horizon Zero Dawn

    - Conception

    - Thunderjaw (core mechanic example)

    - Open World

    - Vegetation System

    - Proof of Concept

    - Pre-production

    - Production

    • Archero: Casual Games as a Great Lean Process

    • Dead cells: Quick feedback loop

    - Dead cells Core Concept

    - Expanding to multiplayer

    - Pivoting Tower Defense

    - MVP


    Chapter 6: Generating Hypothesis

    Sub - Topics:

    • When hypothesis are not created from the Inception


    Chapter 7: Test Driven Deveopment

    Sub - Topics:

    • TDD defined

    • Tests are good, but then why there is so much poorly tested code?

    • Applying TDD to games

    • Next steps to improve TDD


    Chapter 8: Continuous Integration

    Sub - Topics:

    • Why continuous integration

    • Using continuous integration

    • Code versioning

    • Automated build

    • Summary


    Chapter 9: The world between Design and Build

    Sub - Topics:

    • A little bit about Design

    • A little bit about Build

    • Pretty Beautiful, but how is it done?

    • Summary


    Chapter 10: Test, Code, Test

    Sub - Topics:

    • Testing types

    • Test cases

    • Coding game art work

    • Coding the game software

    • Test automation

    • Summary


    Chapter 11: Measuring and Analyzing

    Sub - Topics:

    • Ways of measuring

    • Feedback

    • More on feedback

    • Other ways of measuring

    • Measuring through hypothesis

    • Analyzing

    • Summary


    Chapter 12: Creating ideas for iterating

    Sub - Topics:

    • Action Items

    • The features are OK, but the game is not fun

    • The Game is fun but very difficult to play

    • Rethink the limitations on Game Development

    • Tying things together

    • Summary


    Chapter 13: Consolidating Knowledge before Expanding

    Sub - Topics

    • Automated testing

    • Agile methodologies

    • Art and Iteration process

    • Avoiding Time Waste

    • Continuous Delivery

    • Summary


    Chapter 14: More about games


    Chapter 15: Example game using Automated testing for game development

    Sub - Topics

    • Setting up Unity for testing.

    • Creating testing scenes and objects

    • Setting up a CI for Unity

    • Testing Gameplay, how to test character controllers

    • More testing scenarios for games

    • How to test ECS with Bevy Engine

    • Summary

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