📚Blue Agate

      • Projects
        • Game Development Projects
          • Aexia
            • Aexia - Introduction
            • Beautiful Corners
            • Black Skull
            • Premade SETs and Maps
          • Oneira
            • Oneira Introduction
          • Game Development Projects List
          • Small Projects List
      • Study Notes
        • Art & Design
          • Color
            • Course - The Psychology of Color in Game Design and Development
              • Section 1 - Introduction to Color Psychology
                • 1. Red
                • 2. Blue
                • 3. Yellow
                • 4. Green
                • 5. Purple
                • 6. Orange
                • 7. Black
                • 8. White
              • Section 2 - Different Color Schemes
                • 1. Color Terminology
                • 2. Monochrome Colors
                • 3. Achromatic
                • 4. Analagous
                • 5. Complementary
                • 6. Polychromatic
                • 7. Triadic
              • Section 3 - How colors work on Game and Level Design
                • 1. Different Functions of Color in Games
                • 2. Different Palettes
                • 3. Color as an Identifier
                • 4. Glyphs and Neutrals
                • 5. Color Layouts
                • 6. Using 2 Color Identifiers
                • 7. Using 3 or More Color Identifiers
                • 8. Content Variation
                • 9. Creating your own Palettes
                • Bioshock 3 - Scene Analysis
              • Introduction
          • Shape
            • Art & Perception - Balance
            • Creativity of Rules and Patterns
        • Artificial Intelligence
          • Courses
            • Course - Learn Advanced AI For Games with Behaviour Trees
              • 1. Behavior Tree Basic Concepts
              • 2. Advanced Behaviours
              • 3. Refactoring for Scalability
              • Learn Advanced AI For Games with Behaviour Trees
            • Universidade Positivo Class Notes
              • 1. Introdução Ă  IA
              • 2. Tipos de Ambientes e Agentes Inteligentes
              • 3. Estrutura Interna de um Agente
              • 4. Steering Behaviors
              • 5. Tomada de DecisĂ”es
              • 6. MĂ©todos de Busca Cega
              • 7. MĂ©todos de Busca com HeurĂ­stica
              • Classroom notes for Game Development on AI
              • Links Recomendados
          • Building Utility Decisions into Your Existing Behaviour Tree
          • State Machines
        • Computer Science
          • Data Structure
            • Binary Tree
            • Data Structures
            • Graphs
            • Grid is a Graph
            • Tree
          • Procedural Content Generation
            • Constraint Programming
            • Designing Procedural System
            • Dungeon Generation in Binding of Isaac - Floorplan
            • Dungeon Generation in Binding of Isaac - Rebirth
            • Dungeon Generation in Binding of Isaac - Rooms
            • Graph Based Wave Function Collapse Algorithm
            • Model Synthesis
            • Spelunky Generator Lessons P1
            • Spelunky Generator Lessons P2
            • Wave Function Collapse
        • Game Development
          • Game Design
            • Courses
              • Level Design For Games
                • Assignments
                  • CGMA Assignments
                  • Week 02 - Assignment
                  • Week 03 - Assignment
                  • Week 04 - Assignment
                  • Week 05 - Assignment
                  • Week 06 - Assignment
                  • Week 07 - Assignment
                  • Week 08 - Assignment
                  • Week 09 + 10 - Assignment
                • CGMA Level Design Course
                • Week 01
                • Week 02
                • Week 03
                • Week 04
                • Week 05
                • Week 06
                • Week 07
                • Week 08
                • Week 09
              • Shooters and Game Engines in Level Design
                • Section 1 - Ranged Combat Mechanics
                  • 1. What is a Shooter
                • Shooters and Game Engines in Level Design
              • The Basics of Level Design
                • Week 1 - Introduction to level design
                  • 1. What is Level Design
                  • 2. Roles of a Level Designer
                  • 3. Bartle's Taxonomy
                  • 4. Pacing-Flow-Gating
                  • 5. Composition
                  • 6. Sightlines
                  • 7. Affordances
                  • 8. Hazards
                  • 9. Prototype
                • Week 2 - Story-based level design and dungeon design
                  • 1. Dungeons and Encounters
                • Week 3 - Beyond Dungeons - roguelikes, adventure games and RPGS
                  • 1. Level designer role on PCG levels
                • Introduction
              • Types of Games in Level Design
                • Week 1 - Platforms
                  • 1. What is a Platformer
                  • 2. Designing levels for platforming mechanics
                  • 3. Adjusting the difficulty of your level
                  • 4. Platforms subgenres
                  • 5. Metroidvania - Elements and mechanics
                • Week 2 - Racing Games
                  • 1. What is a Racing Game
                  • 2. Important Elements
                • Week 3 - Strategy Games
                  • 1. What is a Strategy Game
                  • 2. What is a 4X Game
                  • 3. What is a Real-Time Strategy
                  • 4. Resource Placement and Spawn Points
                  • 5. Balance
                • Introduction
              • Worldbuilding for Video Games
                • Introduction
            • Replay Value
          • List of Useful Tools GameDev
        • Project Managment
          • Scrum Methodology
            • _Glossary
              • Burn-down Chart
              • Burn-up Chart
              • Coherence
              • Daily Scrum
              • Definition of Done
              • Developers
              • Emergence
              • Empiricism
              • Estimate
              • Evidence Based Management Guide
              • Increment
              • Product Backlog
              • Product Owner
              • Scrum
              • Scrum Master
              • Scrum Team
              • Sprint Backlog
              • Sprint Goal
              • User Stories and Tickets (WGLL)
              • User Stories in Scrum
            • LiteratureNotes
              • Agile Game Development with Scrum
                • Chapter II - Agile Development
              • Scrum Guide 2020
                • Introduction
                • Scrum Artifacts
                • Scrum Events
                • Scrum Team
                • Scrum Theory
                • Scrum Values
      • About Me

    Folder: Study-Notes/Project-Managment/Scrum-Methodology/LiteratureNotes/Agile-Game-Development-with-Scrum

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    Study Notes

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    Project Managment

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    Scrum Methodology

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    LiteratureNotes

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    Agile Game Development with Scrum

    1 item under this folder.

    • Apr 28, 2025

      Chapter II - Agile Development

      • AgileManifest
      • Agile
      • FeatureCreep
      • FindingFunFirst
      • AgileGameDevelopmentWithScrum
      • GameDevelopment

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