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dc.creator | Keith, Clinton | |
dc.date.accessioned | 2020-06-04T15:34:06Z | |
dc.date.available | 2020-06-04T15:34:06Z | |
dc.date.issued | 2010 | |
dc.identifier.uri | http://hdl.handle.net/123456789/10232 | |
dc.description.abstract | Part I: The Problem and the Solution -- Chapter 1: The Crisis Facing Game Development -- Chapter 2: Agile Development -- Part II: Scrum and Agile Planning -- Chapter 3: Scrum -- Chapter 4: Sprints -- Chapter 5: User Stories -- Chapter 6: Agile Planning -- Part III: Agile Game Development -- Chapter 7: Video Game Project Planning -- Chapter 8: Teams -- Chapter 9: Faster Iterations -- Part IV: Agile Disciplines -- Chapter 10: Agile Technology -- Chapter 11: Agile Art and Audio -- Chapter 12: Agile Design -- Chapter 13: Agile QA and Production -- Part V: Getting Started -- Chapter 14: The Myths and Challenges of Scrum -- Chapter 15: Working with a Publisher -- Chapter 16: Launching Scrum. | es |
dc.language.iso | en | es |
dc.publisher | Addison Wesley | es |
dc.title | Agile game development with Scrum | es |
uade.subject.descriptor | Diseño Gráfico | es |
uade.subject.descriptor | Diseño Digital | es |
uade.subject.descriptor | Juegos de Video | es |
uade.subject.descriptor | Informática | es |
uade.subject.descriptor | Programas de Computadora | es |
uade.identifier.isbn | 9780321618528 | es |
academic.materia.codigo | 3.4.146 | es |
academic.materia.nombre | Videojuegos | es |