A. L. Peres, Fernando Selleri Silva, Jamilson Batista Antunes, Fernanda Martins, K. Brito, R. Wanderley, Felipe Santana Furtado Soares, V. Garcia, S. Meira
{"title":"Methods and Processes Definitions for Multiplatform Social Network Games Development with Distributed Teams","authors":"A. L. Peres, Fernando Selleri Silva, Jamilson Batista Antunes, Fernanda Martins, K. Brito, R. Wanderley, Felipe Santana Furtado Soares, V. Garcia, S. Meira","doi":"10.1109/SBGAMES.2011.11","DOIUrl":null,"url":null,"abstract":"In recent decades, agile methodologies have contributed in the process of developing software as an efficient way to manage requirements. Game development for geographically distributed teams includes additional elements that also need to be managed properly. This work is an experience report of a game development by geographically distributed team, using Scrum methodology. The game runs on web and mobile platforms and has interface with social networks such as Facebook and Twitter. The purpose of this article is to contribute to the discussion about Scrum's adaptation for game development with respect to the methods, process definition and tools used in conception, design, definition, prioritization of backlog items, monitoring requirements and quality assurance.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2011 Brazilian Symposium on Games and Digital Entertainment","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGAMES.2011.11","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6
Abstract
In recent decades, agile methodologies have contributed in the process of developing software as an efficient way to manage requirements. Game development for geographically distributed teams includes additional elements that also need to be managed properly. This work is an experience report of a game development by geographically distributed team, using Scrum methodology. The game runs on web and mobile platforms and has interface with social networks such as Facebook and Twitter. The purpose of this article is to contribute to the discussion about Scrum's adaptation for game development with respect to the methods, process definition and tools used in conception, design, definition, prioritization of backlog items, monitoring requirements and quality assurance.