An Introduction to Agile Game Development with Scrum
- Slides: 39
An Introduction to Agile Game Development with Scrum, XP and Lean Presented by Clinton Keith
Clinton Keith - Background Agile c oach and tra iner 24 yea rs of d e experi ence 1 velopment 4 y game develo ears of p exper ience 6 ment y develo pment ears of agile experi the ga ence i me n indust ry. I the ind ntroduced a g ustry i n Marc ile to h 2005
Overview • • • What is agile? Why use it? Overview of Scrum Agile Planning Lean Game Production Expectations Q&A
? e l i g a s i What
Agile is an approach for developing products using short iterations and using the results of each iteration to adjust the project plan • Each iteration is like a short project in itself • Uses “inspect and adapt” practices to adjust the goals and measure progress
The Agile Manifesto - applied to game development People and communication over Process and Tools Working game over Design documentation Customer collaboration over Contract negotiation Responding to change over Following a plan www. agilemanifesto. org
Why Adopt Agile? o Reduce wasted effort/crunch o To find the fun first
Finding the fun first Alpha/Beta E 3 Demo Production Preproduction Design
Process tools partly driven by certainty Far from Agreement Anarchy Complex Requirements Scrum (fun) Co m pl ic at ed Simple Close to Agreement Close to Certainty Source: Strategic Management and Organizational az by Ralph Stacey in Agile Software Development with Scrum by Ken Schwaber and Mike Beedle. Technology Far from Certainty
Reducing waste • Discover what works before mass producing it • As much as possible, don’t postpone value, debugging and optimization until the end • Let value, risk, cost and knowledge drive the order of what we work on rather than a preordained schedule
Overview m u r c S f o
Scrum Daily Scrum 24 hours Sprint 2 -4 weeks Sprint goal Jump Crouch Jump Sprint backlog Crouch Fly Swim Product backlog Fly Incrementally improved game
The Scrum Project Community Internal director Product Owner Publisher Programmer Artist Tester Programmer The Team Designer Artist Programmer Animator Scrum Master Anyone (not an authority role) producer
Always deliver • You must have a potentially demoable / playable game at the end of each sprint • Do not miss the end of the sprint • • The deadline is sacred Functionality may vary
Reciprocal commitments The team commits to delivering some amount of functionality The business commits to leave priorities alone during the sprint
The Task Board User Stories Tasks (Sprint backlog) Burndown Chart Completed Tasks
Sprint Backlog Burndown Chart Drag works against velocity Slope = Velocity Hours Backlogged Story Days Must hit zero hours by end
Scaling Scrum “A project doesn’t become a year late overnight. . it loses hours a day” - Fred Brooks Functional Leadership Team Support services Team
e. Xtreme g n i m m a r Prog
XP 95% Metric XP stands for e. Xtreme Programming is an agile methodology which includes Test Driven Development (TDD) and Pair Programming practices
Pair Programming Pair programming is a continuous peer review. It supports: -Mentoring -Knowledge sharing -Consistent standards -Resource sharing Pair Problem Complexity Programmer Experience Don’t Pair
Agile planning
Agile without planning End? Start End? DONE End?
Traditional vs. agile planning Plans are nothing. Planning is everything. Dwight Eisenhower The “Cone of Uncertainty” Start Plan directed work Iterative Planning End Goal
The product backlog iceberg Sprint Priority Release Future Releases
Release Release Release Light Production Alpha Beta Release A project is a series of releases Green Pre
Lean
We have stages
Preproduction vs. Production Preproduction Production Questions/Statements What is fun? How will we build it? Build 10 hours of it! Goals Correctness Efficiency States of mind Collaboration Flow Approach Iterate and increment Increment Derived from Cooper 2008
Process tools partly driven by certainty Far from Agreement Anarchy Complex Scrum Requirements (fun) Co Lean m pl Pre-production ica te d Simple Close to Agreement Close to Certainty Source: Strategic Management and Organizational az by Ralph Stacey in Agile Software Development with Scrum by Ken Schwaber and Mike Beedle. Production Technology Far from Certainty Iterative Incremental
Lean Game Production Lean game production is a translation of lean manufacturing principles and practices to video game asset production. The “Deming Cycle”
Lean Game Production Concept Low rez geometry High rez geometry Ongoing To do (2) Audio layout Gameplay tuning Buffer Ongoing Done (1) A B D F E C
Seven Lean Principles • Eliminate waste • Amplify learning • Decide as late as possible • Deliver as fast as possible • Empower the team • Build integrity in (balance discipline) Lean on • See thechapter whole website
Now for the bad news. . . The myths. . .
s m e l b o r p ou) t n y e r v o e f r p m l l e i w e th m olv u r Sc (or s
Scrum can achieve impossible goals
Scrum does not require competent leadership
Starting agile
Clint@Clinton. Keith. com www. Clinton. Keith. com • • Onsite classes and coaching • Team training, Advanced Scrum, Lean Production Certified Scrum. Master for Game Development course • Before IGDA Leadership Forum, November 10 th & 11 th Agile Game Development book in early 2010 These slides are posted on my website Questions?
- Eligasi
- Scrum game development
- Agile 101
- Que es agile inception
- Dilbert product owner
- Backlog exemple
- Mountain goat agile scrum
- Remaming
- Scrum roles game
- Introduction to scrum
- Game development essentials: an introduction
- Traditional teams
- Paper plane game agile
- Msf process model
- Ibm agile development
- Agile dilbert
- Agile model driven development amdd
- Chapter 3 agile software development
- Agile embedded software development
- Rock climbing cockburn
- Agile java development
- Is agile capitalized
- The manifesto for agile software development
- Agile development ruby
- Apa itu agile development
- Iso 9001 software development
- Chapter 3 agile software development
- Chapter 3 agile software development
- Agile product development for mass customization
- Lines of business that accenture delivery suite support
- Rapid agile development
- Agile software development alistair cockburn
- Introduction to agile testing
- Safe relentless improvement
- Pirate game grid
- Farming game rules
- A formal approach to game design and game research
- Game lab game theory
- Liar game game theory
- Liar game game theory