Clinton Keith

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Clinton Keith



Average rating: 4.02 · 269 ratings · 18 reviews · 7 distinct worksSimilar authors
Agile Game Development with...

4.08 avg rating — 212 ratings — published 2010 — 14 editions
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Creative Agility Tools: 100...

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3.88 avg rating — 32 ratings2 editions
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Gear Up!: Advanced Game Dev...

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3.33 avg rating — 15 ratings3 editions
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Gear Up!: 100+ ways to grow...

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4.29 avg rating — 7 ratings2 editions
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Remote Teamwork Tools: 100+...

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really liked it 4.00 avg rating — 2 ratings3 editions
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Facing a Crowd: How to Foil...

really liked it 4.00 avg rating — 1 rating — published 2002
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Agile Game Development: Bui...

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“A ScrumMaster’s role on the team is compared to a sheepdog. They guide the team toward the goal by enforcing boundaries, chasing off predators, and giving the occasional bark.”
Clinton Keith, Agile Game Development with Scrum

“Turning a Vicious Cycle into a Virtuous Cycle Sketching out feedback loops is very useful when approaching a systems thinking model. For example, I often see the cycle occurring in Figure 20.1. Figure 20.1 The vicious cycle of distrust This vicious cycle increases distrust between management and development as each side games the other to protect itself. Less work gets done, and quality suffers. A significant role of leadership is to identify these vicious cycles and find ways to turn them into virtuous cycles. We do this by changing the vicious cycle of distrust into a virtuous cycle of trust. The greatest opportunity to begin this is in the Sprint Planning and Review meetings and to reinforce it during the Sprint.”
Clinton Keith, Agile Game Development: Build, Play, Repeat

“Dispersed teams must have the ability to adjust their practices and working agreements to meet their challenges and needs. No two dispersed teams are alike, so their Sprint practices cannot be entirely standardized. Areas of team self-organization include: Deciding core hours where communication is assured among every team member. Determining which online tools to use to plan, track, share, and communicate Sprint work. Deciding what to share and what not to share with stakeholders within a Sprint (see “Transparency” above).”
Clinton Keith, Agile Game Development: Build, Play, Repeat

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