The Game Production subject I teach ‘Game Production’ at TecnoCampus as College Lecturer it’s based on a book called ‘Agile Game Development’. Here you can find my thoughts on it.
What is the book about?
The scope of the book it’s quite broad: starts sharing a historical perspective on how the game development has changed over time, explaining the impact agile had in the game industry and constantly relating to the experience of the author: Clinton Keith.
For those who are getting started into agile, ‘Agile game development’ offers a deep introduction to elemental agile related aspects such as the methodology (scrum, kanban and lean) and the product backlog, all of it in a gaming context.
Clinton Keith did not only stick to the basics in this book. He went above and beyond explaining how self-organized teams look like, how to scale agile, and gave an introduction to agile best practices such as extreme programming.
What I liked about the book
- Undoubtedly the top takeaway from this book is the multiple examples it offers putting agile into the game context. Not only from a artefact perspective (user stories and roles) but also exposing usual production mistakes and how agile helps preventing them.
- Its all-in-one approach it’s very adequate if you are getting started as producer. If you are experiencing ‘first time’ challenges, this book will most likely solve your questions.
What I disliked about the book
- The book chapters are not synthetic enough. By trying to cover all possible ‘use cases’, it fails to communicate clearly the final message. I believe other books like ‘The Agile Samurai’ and ‘Agile Coaching’ can help you understand the exact same concepts in a much more concise and better structured way.
- Not all chapters are treated with the same depth. I could not find the level of detail observed in scrum and user stories when going through the self-organized teams and scaled agile parts. This is a book that could have been easily divided into many, giving a more balanced level of detail.
- Mixing concepts with examples of what not to do. Although I understand the good intention behind sharing personal experiences, at some point it turns out confusing and do not add value when those experiences relate to bad practices. I would have appreciated a ‘this is the theory’ and ‘this is how it’s done’ simpler approach.
Summary and rating
In spite of its complexity and lack of conciseness, it’s all-in-one approach and its multiple game related examples, make of this book a unique partner for anyone who wants to get started in any of the aspects related to agile game development. If you are already an experienced producer, I would recommend you to get specific books specialized on your topic of interest.
Rating 3/5

