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Clinton Keith CTO, High Moon Studios
Agile Methodology in Game Development: Year 3
What We’ll Talk About: o History of Agile at High Moon o What is Agile? Why use it? o Overview of Scrum, one Agile Methodology o Agile Planning o We’ll touch on eXtreme Programming (XP) o The results of using Agile at High Moon o Q&A
This is about what we experienced, not the “Right Way” to make games
History of Agile at High Moon
o Used Scrum in last year of Darkwatch o Helped keep the project on track
o Adopted XP and Agile planning practices on new projects over the last year
Why Adopt Agile?
The Reasons/Goals: o Reduce wasted effort/crunch o To find the fun first
Other industries have used Agile to develop better products faster. Can we?
What is Agile Development? The roots of Agile go back 60 years for product dev
(in Japan) and 30+ years for software dev. The Agile Manifesto (modified for game dev): We value…
o People and communication over processes and project management tools;
o Working game over comprehensive design documents;
o Publisher collaboration over milestone definitions;
o Responding to change over following a plan;
Simple
Anarchy
Complex
Close to Certainty
Far from Certainty
Technology
Close to Agreement
Far from Agreement
Req
uire
men
ts
Source: Strategic Management and Organizational Dynamics by Ralph Stacey in Agile Software Development with Scrum by Ken Schwaber and Mike Beedle.
Wasted Effort Can Come From “Noise” …and it influences what methodology we use
Preproduction
Production
Finding the Fun First
Design
E3 Demo
Preproduction
Production
Alpha/Beta Not fun yet?
What is Scrum? Scrum is..
o One of the major Agile Methologies o Iterative o Commitment-oriented o Results-oriented o Disciplined o About making things visible so you
can apply common sense
The Scrum Cast
The Team
Scrum Master
Customers
Product Owner
Anyone. Not a lead role
Programmer
Designer
QA
Animator Artist
Artist
Publisher Producer
Marketing
Director
Product Backlog
Defined as User Stories with conditions of satisfaction Run
Crouch
Jump Product Backlog as prioritized by Product Owner
Estimated with relative User Story Points that help track progress
Run
Sprints (Iteration)
Crouch
Jump
Sprint
(Fixed Duration)
Game
Sprint Goals
Sprint Backlog broken out by
team
New Game (Vertical Slice Added)
Change
Run
Crouch
Review and Planning
Game Jump
Review and Planning
Fly
Run
Daily Scrum
Crouch
Jump
Daily Scrum
Game
Fly
The War Room
User Stories (Sprint Backlog)
Tasks Completed Tasks
Burndown Chart
8
16
8
Mon.
8
Tues.
8
16
10
0
Wed.
0 Double Jump Option
4 Jump Animation
4 Jump Tuning
0 Jump Input Control
Thurs. Task
3
16
16
Jump User Story
Sprint Backlog Burndown Chart
Backlogged Story
Slope = Velocity
Drag works against velocity
Must hit zero hours by end
Days
Hours
Scaling Scrum - The Scrum of Scrums
Teams
Support services
Functional Leadership
Sprint
Release
Priority
High
Low
Future Releases
Value
Cost
Risk
Knowledge
Releases – The Product Backlog Iceberg
Release Burndown
eXtreme Programming (XP)
Design
Development
Alpha/Beta
Time
Cost Of
Change
Agile Game Development
o Lessons learned o Benefits o Where to go for more info?
Lessons Learned
o Start small o One Scrum team doing a prototype would be
ideal o Do what the book says from the start
o Company dysfunctions can creep in otherwise
o Don’t get too dogmatic about it o …but Scrum is meant to be modified
(eventually)
Lessons Learned…
o Agile planning is harder to start than thought o But XP was easier
o Coaching was critical o Onsite and CSM
o Publisher buy-in wasn’t difficult o Getting them into reviews and planning took
adjustment
Lessons Learned…
Overtime value is limited but average intensity is raised
Old Habits Die Hard • Over-design • Delayed integration • Seating by discipline • Command and control
Testing needs to be pushed
Normal Velocity Overtime Velocity
Week 1 Week 2 Week 3 Week 4 Week 5
Benefits o Improved…
o Productivity o Reliability of build o Quality of game o Morale
o Ownership o Team work o Communication
o Enables low-cost executive awareness
o Which means you don’t have to work hard to find out what’s going on
Where to go for more info?
o www.agilegamedevelopment.com o Books o Mailing lists – For Game Developers to share
info on adopting Agile o AGD Blog – Addressing challenges and news
on adopting Agile to Game Development
Questions?