Agile Game Development: The Project Manager Role - 0 views
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The Project Manager works with the Product Owner to insure that cost is always a consideration when evaluating the Product Backlog.
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"Super Scrum Master"
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Tracking costs, especially for production
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No QA? All QA! | AgileSparks - 0 views
James Shore: The Art of Agile Development: Spike Solutions - 0 views
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About Spikes A spike solution, or spike, is a technical investigation. It's a small experiment to research the answer to a problem. For example, a programmer might not know whether Java throws an exception on arithmetic overflow. A quick ten-minute spike will answer the question.
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Performing the Experiment The best way to implement a spike is usually to create a small program or test that demonstrates the feature in question. You can read as many books and tutorials as you like, but it's my experience that nothing helps me understand a problem more than writing working code. It's important to work from a practical point of view, not just a theoretical one.
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Writing code, however, often takes longer than reading a tutorial. Reduce that time by writing small, standalone programs.
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DanNorth.net - Introducing BDD - 0 views
Agile Resources: Velocity | VersionOne - 0 views
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Does maximum velocity mean maximum productivity? Absolutely not. In an attempt to maximize velocity, a team may in fact achieve the opposite. If asked to maximize velocity, a team may skimp on unit or acceptance testing, reduce customer collaboration, skip fixing bugs, minimize refactoring, or many other key benefits of the various Agile development practices. While potentially offering short-term improvement (if you can call it that), there will be a negative long-term impact. The goal is not maximized velocity, but rather optimal velocity over time, which takes into account many factors including the quality of the end product.
James Shore: The Art of Agile Development: Incremental Design and Architecture - 1 views
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when you first create a design element—whether it's a new method, a new class, or a new architecture—be completely specific. Create a simple design that solves only the problem you face at the moment, no matter how easy it may seem to solve more general problems
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Waiting to create abstractions will enable you to create designs that are simple and powerful.
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The second time you work with a design element, modify the design to make it more general—but only general enough to solve the two problems it needs to solve. Next, review the design and make improvements. Simplify and clarify the code. The third time you work with a design element, generalize it further—but again, just enough to solve the three problems at hand. A small tweak to the design is usually enough. It will be pretty general at this point. Again, review the design, simplify, and clarify. Continue this pattern. By the fourth or fifth time you work with a design element—be it a method, a class, or something bigger—you'll typically find that its abstraction is perfect for your needs. Best of all, because you allowed practical needs to drive your design, it will be simple yet powerful.
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Quantum - 1 views
Is TDD Dead - 0 views
The New Methodology - 0 views
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ringing a forceful dose of reality into any project
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ong test phase after the system is "feature complete"
BDD in a Nutshell - 1 views
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