GAME DEVELOPMENT PROJECT MANAGEMENT USING SCRUM FRAMEWORK: HYPERCASUAL GAME CASE STUDY 'RUSH RUNNER'

  • Moh. Nurjaman Nusa Putra University
  • Habi Baturohmah Nusa Putra University
  • Cecep Warman Nusa Putra University
Keywords: agile, hypercasual, game, project management, scrum

Abstract

The research aims to explore and implement an effective Project Management approach in Game Development using the Scrum Framework. A case study was conducted on the development of a hypercasual game titled "Rush Runner." With a focus on rapid iterations, continuous feedback, and adaptation to changes, the Scrum methodology was used to manage the game development workflow from planning to publication. Concrete steps were taken to adapt to user needs and evolving demands as an integral part of the development process. The research findings indicate that the implementation of Scrum had a positive impact on productivity, quality, and user satisfaction in hypercasual game development. Furthermore, the integration of Project Management and the Scrum approach optimized overall time, cost, and quality. These findings provide valuable insights for practitioners and researchers in the field of game development to understand the importance of an adaptive and responsive Project Management approach to market changes and user needs.

Downloads

Download data is not yet available.

Author Biography

Moh. Nurjaman, Nusa Putra University

A Unity Developer. Passionate in game Development, app development and web development using Unity Engine.

References

Acevedo, P., Choi, M., Liu, H., Kao, D., & Mousas, C. (2022). Procedural game level design to trigger spatial exploration. Proceedings of the 17th International Conference on the Foundations of Digital Games. https://doi.org/10.1145/3555858.3563272

Agh, H., & Ramsin, R. (2021). Scrum metaprocess: a process line approach for customizing Scrum. Software quality journal, 29, 337-379. https://doi.org/10.1007/s11219-021-09551-4

Agung, A., Putri, A., & Sari, S. (2023). Perlindungan Hukum Bagi Pembuat Konten Di Media Sosial Dan Pemegang Hak Cipta. Jurnal Kertha Desa, 11(6), 2715–2723.

Ameisen, E., & Safari, O. M. C. (2020). Building Machine Learning Powered Applications. In O’Reilly. https://www.oreilly.com/library/view/building-machine-learning/9781492045106

Andriyadi, A., Yuliawati, D., Saleh, S., & Bachry, B. (2020). Implementing White Box Testing for Evaluating the Inner Logic Code of the Research, Staffs, and Library Information System of Institute of Informatics and Business Darmajaya. Proceeding of the 6th ICITB.

Angara, J., Prasad, S., & Sridevi, G. (2020). DevOPs project management tools for sprint planning, estimation and execution maturity. Cybernetics and Information Technologies, 20(2), 79–92. https://doi.org/10.2478/cait-2020-0018

Deng, L., Wu, S., Chen, Y., & Peng, Z. (2020). Digital game-based learning in a Shanghai primary-school mathematics class: A case study. Journal of Computer Assisted Learning, 36(5), 709-717. https://doi.org/10.1111/jcal.12438

Evan, S., Rahmansyah, A., & Rahadianto, I. D. (2023). Perancangan Game Design Document Untuk Game. E-Proceeding of Art & Design, 10(2), 1959–1975.

Hocking, J. (2018). Multiplatform game development in C # (2nd ed.). United States: Manning Publications Co.

Jondya, A. G., Anwar, H. I., Hermawan, M. R., & Deru, T. A. (2022). Developing “EMBER”: A Fantasy Puzzle Adventure Game with An Approach to Agile by Applying Game-Scrum Methodology. Engineering, MAthematics and Computer Science Journal (EMACS), 4(2), 39-43. https://doi.org/10.21512/emacsjournal.v4i2.8428

Keith, C. (2020). Agile Game Development: Build, Play, Repeat (2nd ed.). Addison-Wesley Professional.

Laine, T. H., & Lindberg, R. S. N. (2020). Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles. IEEE Transactions on Learning Technologies, 13(4), 804–821. https://doi.org/10.1109/TLT.2020.3018503

Matthies, C. (2020). Playing with your project data in scrum retrospectives. Proceedings of the ACM/IEEE 42nd International Conference on Software Engineering: Companion Proceedings. https://doi.org/10.1145/3377812.3382164

Mujiyanto, M. (2022). Rancang Bangun Aplikasi Game Edukasi Pengenalan Kata Kerja Aktif dan Pasif Menggunakan Construct 2. Jurnal Informatika dan Rekayasa Perangkat Lunak, 3(2), 185-201. https://doi.org/10.33365/jatika.v3i2.1851

Othman, Z., Zain, N. H. M., Ismail, I., Affandi, S. N. S. S. M., Noh, N. A. M., & Yasin, A. M. (2020). An educational game on the theories of driver education curriculum: An evaluation. International Journal of Evaluation and Research in Education, 9(4), 1088–1095. https://doi.org/10.11591/ijere.v9i4.20659

Pramudita, R., Arifin, R. W., Alfian, A. N., Safitri, N., & Anwariya, S. D. (2021). Penggunaan Aplikasi Figma Dalam Membangun Ui/Ux Yang Interaktif Pada Program Studi Teknik Informatika Stmik Tasikmalaya. Jurnal buana pengabdian, 3(1), 149-154. https://doi.org/10.36805/jurnalbuanapengabdian.v3i1.1542

Pizzo, A. D. (2023). Hypercasual and Hybrid-Casual Video Gaming: A Digital Leisure Perspective. Leisure Sciences, 1–20. https://doi.org/10.1080/01490400.2023.2211056

Rachmat, I. F. M., & Gazali, G. (2021). Development of an android-based sign language education game using A scrum-game approach. JUITA: Jurnal Informatika, 9(1), 57. http://dx.doi.org/10.30595/juita.v9i1.8721

Sassa, A. C., de Almeida, I. A., Pereira, T. N. F., & de Oliveira, M. S. (2023). Scrum: A Systematic Literature Review. International Journal of Advanced Computer Science and Applications 14(4), 173–181. https://doi.org/10.14569/IJACSA.2023.0140420

Tushev, M., Williams, G., & Mahmoud, A. (2020). Using GitHub in large software engineering classes. An exploratory case study. Computer Science Education, 30(2), 155–186. https://doi.org/10.1080/08993408.2019.1696168

Vu, Q. N., & Bezemer, C. P. (2020). An Empirical Study of the Characteristics of Popular Game Jams and Their High-ranking Submissions on itch.io. ACM International Conference Proceeding Series. https://doi.org/10.1145/3402942.3402981

Published
2024-09-23
How to Cite
Nurjaman, M., Baturohmah, H., & Warman, C. (2024). GAME DEVELOPMENT PROJECT MANAGEMENT USING SCRUM FRAMEWORK: HYPERCASUAL GAME CASE STUDY ’RUSH RUNNER’. Jurnal Pilar Nusa Mandiri, 20(2), 111-117. https://doi.org/10.33480/pilar.v20i2.5555