Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon...

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Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios

Transcript of Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon...

Page 1: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Agile Methodology and

Scrum in Game Development

Clinton KeithVP/Director of Technology,

High Moon Studios

Page 2: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

What we’ll talk about:What we’ll talk about:

• The Goal and the ProblemsThe Goal and the Problems• Overview of “Agile Methodology”Overview of “Agile Methodology”• Description of “Scrum”Description of “Scrum”• The challenges we had using Scrum for The challenges we had using Scrum for

game developmentgame development– What were the benefitsWhat were the benefits– What lessons were learnedWhat lessons were learned– What we will do nextWhat we will do next

• Q&AQ&A

This is about what we experienced, not the “Right This is about what we experienced, not the “Right Way” to make gamesWay” to make games

Page 3: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

The Goal The Goal

Better Games at Lower Cost Better Games at Lower Cost

Page 4: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

The ProblemsThe Problems

Simple

Complicated

Anarchy

Complex

Close toCertainty

Far fromCertainty

Technology

Close toAgreement

Far fromAgreement

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.

Project “noise” impacts process selected

Page 5: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

The ProblemsThe Problems

o Team SizeTeam SizeoCommunication challenge Communication challenge

increases faster than team increases faster than team sizesize

oCentralized command and Centralized command and control gets overwhelmedcontrol gets overwhelmedoDecision bottlenecksDecision bottlenecks

Page 6: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

The ProblemsThe Problems

o Issues with Traditional Issues with Traditional MethodologyMethodologyoWaterfallWaterfall

oUp front design does not Up front design does not reduce risk as much as we reduce risk as much as we thinkthink

oDelays true understanding of Delays true understanding of the game the game

oSurprises creep up on youSurprises creep up on you

Page 7: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Knowing the product Knowing the product valuevalue

0

20

40

60

80

100

Time

% Value Known

DesiredActual

Page 8: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

What is Agile What is Agile Development?Development?The Agile Manifesto: The Agile Manifesto:

o Individuals and interactions over Individuals and interactions over processes and tools; processes and tools;

o Working software over Working software over comprehensive documentation; comprehensive documentation;

o Customer collaboration over Customer collaboration over contract negotiation; contract negotiation;

o Responding to change over Responding to change over following a plan;following a plan;

Page 9: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

The Four Major Agile The Four Major Agile MethodologiesMethodologies

• XP (eXtreme Programming)XP (eXtreme Programming)• EvoEvo• RUP (Rational Unified RUP (Rational Unified

Process)Process)• ScrumScrum

Page 10: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

What is Scrum?What is Scrum?

• Scrum is commitment-orientedScrum is commitment-oriented• Scrum is results-orientedScrum is results-oriented• Scrum is disciplinedScrum is disciplined• Scrum has specific roles, Scrum has specific roles,

artifacts and practicesartifacts and practices

Page 11: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

OriginsOrigins

• ““The New New Product The New New Product Development Game” in Development Game” in Harvard Harvard Business ReviewBusiness Review, 1986., 1986.– Studied companies that were able Studied companies that were able

to rapidly develop successful to rapidly develop successful productsproducts

– Borrows the term from Rugby in Borrows the term from Rugby in which the ball gets moved up field which the ball gets moved up field by the entire team.by the entire team.

• Adopted for Software Adopted for Software Development and used since mid Development and used since mid 90’s 90’s

Page 12: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Gfx

OverviewOverview

Camera

NPC

30 day cycle

Prioritized Game Features

Tasks

New Version of the game

DailyMeeting

(Product Backlog)

(Sprint)

(Scrum)

Page 13: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

The Elements of ScrumThe Elements of Scrum

• The Scrum TeamThe Scrum Team• CustomersCustomers• Product OwnerProduct Owner• The Product BacklogThe Product Backlog• Sprints (30 day iterations)Sprints (30 day iterations)

– PlanningPlanning– ReviewingReviewing– What happens within a SprintWhat happens within a Sprint

• ScalabilityScalability

Page 14: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

The Scrum TeamThe Scrum Team

• Typically 5-10 peopleTypically 5-10 people• Cross-functionalCross-functional

– Programmers, Designers, Programmers, Designers, Artists, QA etc.Artists, QA etc.

• Teams are self-organizingTeams are self-organizing– No hierarchiesNo hierarchies

• Membership can change only Membership can change only between sprintsbetween sprints

Page 15: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

The Scrum MasterThe Scrum Master

• Can be any member of the teamCan be any member of the team• Responsible for enacting Scrum Responsible for enacting Scrum

values and practices values and practices • Main job is to remove Main job is to remove

impediments impediments • Can be certifiedCan be certified• Not a lead roleNot a lead role

Page 16: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

• A story/moral about opening a A story/moral about opening a dinerdiner

• The definition of a Pig is The definition of a Pig is “someone who makes a personal “someone who makes a personal commitment to the success of the commitment to the success of the project”project”

• One perspective is that Scrum is One perspective is that Scrum is all about getting rid of the all about getting rid of the Chickens!Chickens!

The Scrum Team – It’s The Scrum Team – It’s all about pigs and all about pigs and chickens chickens

Page 17: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

CustomersCustomers

• Customers of the productCustomers of the product– PublisherPublisher– MarketingMarketing– ManagementManagement

• DirectorsDirectors

• Usually ChickensUsually Chickens

Page 18: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Product OwnerProduct Owner

• Owns and prioritizes the Owns and prioritizes the Product BacklogProduct Backlog

• Needs to be localNeeds to be local• Mediates customer requests Mediates customer requests

& priorities& priorities

Page 19: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

SprintsSprints

30 day

Sprint

24 hours

Product BacklogAs prioritized by Product Owner

Sprint Backlog

Backlog tasksexpandedby team

Potentially ShippableProduct Increment

Daily ScrumMeeting

Page 20: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

SprintsSprints

• Scrum projects make progress in a Scrum projects make progress in a series of “Sprints”series of “Sprints”

• Target duration is one monthTarget duration is one month– +/- a week or two+/- a week or two

• But, a constant duration leads to a better But, a constant duration leads to a better rhythmrhythm

• Game iteration is designed, coded, Game iteration is designed, coded, and tested during the sprintand tested during the sprint– Vertical slicesVertical slices

Page 21: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Product BacklogProduct Backlog

30 days

Product BacklogAs prioritized by Product Owner

Page 22: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Product BacklogProduct Backlog

• A list of all desired work on A list of all desired work on the projectthe project– Prioritized by valuePrioritized by value– No items are coarser than a No items are coarser than a

sprintsprint

• Can be time-boxed or Can be time-boxed or estimated for planningestimated for planning

Page 23: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Sample Product BacklogSample Product Backlog

Backlog itemBacklog item EstimateEstimate(person-(person-weeks)weeks)

Break props into separate rigid Break props into separate rigid bodiesbodies

11

Arrow projectiles stick to Arrow projectiles stick to environmentenvironment

0.50.5

Ragdolls can lose limbsRagdolls can lose limbs 22

NPCs avoid dynamite thrown at NPCs avoid dynamite thrown at themthem

44

Improve exception handlingImprove exception handling 0.50.5

Page 24: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Running a SprintRunning a Sprint

• Creating Sprint GoalsCreating Sprint Goals• Sprint Goals to Sprint BacklogSprint Goals to Sprint Backlog• Changes to Goals and BacklogChanges to Goals and Backlog• Reviewing Sprint ProgressReviewing Sprint Progress• Daily Meetings (Scrums)Daily Meetings (Scrums)• Working with the Sprint Working with the Sprint

Backlog Backlog • The War RoomThe War Room

Page 25: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Sprint BacklogSprint Backlog

30 days

Product BacklogAs prioritized by Product Owner

Sprint Goals

Page 26: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Sprint Planning MeetingSprint Planning Meeting

• Selects set of Sprint goals Selects set of Sprint goals from the Product Backlogfrom the Product Backlog

• This is what the team will This is what the team will work on over the next Sprintwork on over the next Sprint

• Place & time for all the pigs Place & time for all the pigs and chickens to get their sayand chickens to get their say

Page 27: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Sprint Planning MeetingSprint Planning Meeting

Sprint Planning

Meeting

Product backlog

Team capabilities

Business conditions

Technology

Current product

Produ

ct o

wner

Scrum

team

Man

agem

ent

Scrum

Mas

ter

Sprint goals

Custo

mer

s

Page 28: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Sprint BacklogSprint Backlog

30 day Sprint

Product BacklogAs prioritized by Product Owner

Sprint Backlog

Sprint Backlog broken out by

team

Potentially ShippableProduct Increment

Page 29: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Sprint BacklogSprint Backlog

• Scrum team takes the Sprint Scrum team takes the Sprint Goals and determines what tasks Goals and determines what tasks are necessaryare necessary– The tasks become the Sprint BacklogThe tasks become the Sprint Backlog– Usually written on cards and posted Usually written on cards and posted

on a wallon a wall– Highest priority goals/tasks are Highest priority goals/tasks are

worked on first (placed higher on the worked on first (placed higher on the wall)wall)

Page 30: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Managing Sprint Managing Sprint BacklogBacklog• Team self-organizes around how Team self-organizes around how

they’ll meet the Sprint Goalthey’ll meet the Sprint Goal– Managers don’t assign tasks to Managers don’t assign tasks to

individualsindividuals– Individuals estimate their own tasksIndividuals estimate their own tasks– No tasks can exceed 16 hours. Beyond No tasks can exceed 16 hours. Beyond

16 hours, the crystal ball gets foggy16 hours, the crystal ball gets foggy

• The main point is that managers The main point is that managers don’t make decisions for the teamdon’t make decisions for the team

Page 31: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

No changes to the goals No changes to the goals allowed during a Sprint in allowed during a Sprint in effecteffect

SprintInputs Tested Code

Change

• Plan sprint durations around how long you can Plan sprint durations around how long you can commit to keeping change out of the Sprintcommit to keeping change out of the Sprint

• Resetting the Sprint is an optionResetting the Sprint is an option

Page 32: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Sprint Backlog during the Sprint Backlog during the SprintSprint• Changes to BacklogChanges to Backlog

– Team adds new tasks whenever they Team adds new tasks whenever they need to in order to meet the Sprint need to in order to meet the Sprint GoalGoal

– Team can remove unnecessary tasksTeam can remove unnecessary tasks– But: Sprint Backlog can only be But: Sprint Backlog can only be

updated by the teamupdated by the team• Estimates are updated whenever Estimates are updated whenever

there’s new informationthere’s new information

Page 33: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Sprint ReviewSprint Review

Product BacklogAs prioritized by Product Owner

Sprint Backlog

Potentially ShippableGame

30 day Sprint

Sprint Backlog broken out by

team

Page 34: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Sprint ReviewSprint Review

• Team presents what it Team presents what it accomplished during the sprintaccomplished during the sprint

• Typically takes the form of a Typically takes the form of a demo of new features or demo of new features or underlying architectureunderlying architecture

• ParticipantsParticipants– Same as the planning meetingSame as the planning meeting

Page 35: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Daily ScrumDaily Scrum24 hours

Product BacklogAs prioritized by Product Owner

Sprint Backlog

Potentially ShippableGame

Daily ScrumMeeting

Sprint Backlog broken out by

team

30 day Sprint

Page 36: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

• ParametersParameters– DailyDaily– 15-minutes15-minutes– Stand-upStand-up– Not for problem solvingNot for problem solving

• Chickens and pigs are invitedChickens and pigs are invited– Helps avoid other unnecessary Helps avoid other unnecessary

meetingsmeetings• Only pigs can talkOnly pigs can talk• Each pig answers three questions:Each pig answers three questions:

1.1. What did you do since the last What did you do since the last Scrum?Scrum?

2.2. What will you do today?What will you do today?3.3. What are the impediments to your What are the impediments to your

progress? progress?

Daily ScrumDaily Scrum

Page 37: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Questions about Scrum Questions about Scrum meetings?meetings?

• Why daily?Why daily?– ““How does a project get to be a year late?”How does a project get to be a year late?”

• ““One day at a time.” One day at a time.” – Fred Brooks, Fred Brooks, The Mythical Man-MonthThe Mythical Man-Month

– Scrum creates daily visibility of issuesScrum creates daily visibility of issues• Can Scrum meetings be replaced by Can Scrum meetings be replaced by

emailed status reports?emailed status reports?– NoNo

• Entire team needs to see the whole picture Entire team needs to see the whole picture every dayevery day

• Need to make the people commit in front of Need to make the people commit in front of their teammatestheir teammates

Page 38: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

A Sprint BacklogA Sprint Backlog

881212

88

1616

88

Mon.Mon.

88

1616

1212

44

Tues.Tues.

88

1616

1010

88

Wed.Wed.

Write user’s guideWrite user’s guide

88 44Add error loggingAdd error logging

88Write the ABC classWrite the ABC class

1111Test middle tierTest middle tier

44Code the middle-tierCode the middle-tier

Code the UICode the UI

Thurs.Thurs.TaskTask

Page 39: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Sprint Backlog Burndown Sprint Backlog Burndown ChartChart

Sprint Burndown

0

100

200

300

400

500

600

700

800

900

10/1/

04

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04

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10/11

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10/17

/04

10/19

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10/25

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10/29

/04

Date

Rem

ain

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Ho

urs

• Shows work being “burned down” off of total backlog hoursShows work being “burned down” off of total backlog hours• Ideal velocity and task load is displayed as baselineIdeal velocity and task load is displayed as baseline• 800 hours = 8 people x 20 working days x 5 hour/day 800 hours = 8 people x 20 working days x 5 hour/day velocityvelocity• Posted in full viewPosted in full view

Page 40: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Visibility of ProblemsVisibility of Problems

• Progress is plotted dailyProgress is plotted daily• You see delays on a daily basis (visibility)You see delays on a daily basis (visibility)• ““Drag” on velocity will affect slopeDrag” on velocity will affect slope

Sprint Burndown

0

100

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800

900

Date

Rem

ain

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Ho

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Page 41: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Adjusting the Backlog Adjusting the Backlog

• In this case, we removed ~ 160 hours of low priority In this case, we removed ~ 160 hours of low priority backlogbacklog

• We adjusted velocity. The team decided to work an We adjusted velocity. The team decided to work an extra day to catch upextra day to catch up

Sprint Burndown

0

100

200

300

400

500

600

700

800

900

10/1/

2004

10/3/

2004

10/5/

2004

10/7/

2004

10/9/

2004

10/11

/200

4

10/13

/200

4

10/15

/200

4

10/17

/200

4

10/19

/200

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10/21

/200

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10/23

/200

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10/25

/200

4

10/27

/200

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10/29

/200

4

Date

Rem

ain

ing

Ho

urs

Page 42: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Velocity (recap)Velocity (recap)

• Number of useful hours of Number of useful hours of production work that can be production work that can be accomplished per dayaccomplished per day– Theoretical max is 5 hours useful task Theoretical max is 5 hours useful task

work per daywork per day• A variety of things can add “drag” A variety of things can add “drag”

to velocity:to velocity:– Team not co-locatedTeam not co-located– Team is new to ScrumTeam is new to Scrum

• Aren’t used to estimatingAren’t used to estimating– Multiple teams working on same Multiple teams working on same

backlogbacklog

Page 43: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

The War RoomThe War Room

• Where Daily Scrums OccurWhere Daily Scrums Occur• Where Sprint Backlog is Where Sprint Backlog is

postedposted• Where Sprint Burndown is Where Sprint Burndown is

postedposted

Page 44: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

The War Room The War Room

Page 45: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Scalability of ScrumScalability of Scrum

• Typical Scrum team is 5-10 Typical Scrum team is 5-10 peoplepeople

• Sutherland used Scrum in Sutherland used Scrum in groups of 500+groups of 500+

• We had ~ 7 Scrum teams for We had ~ 7 Scrum teams for 60 developers60 developers

Page 46: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Scrum of ScrumsScrum of Scrums

•Following the daily Scrums•The Scrum Masters have their Scrum

Page 47: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Using Scrum to Develop Using Scrum to Develop Games Games

• BenefitsBenefits• Lessons learnedLessons learned• Moving forwardMoving forward

Page 48: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

BenefitsBenefits

• Improved Improved – ProductivityProductivity– Reliability of buildReliability of build– Quality of gameQuality of game– MoraleMorale

• OwnershipOwnership• Team workTeam work• CommunicationCommunication

• Enabled low-overhead empirical Enabled low-overhead empirical managementmanagement

Page 49: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Lesson LearnedLesson Learned

• Starting is easy. Getting it Starting is easy. Getting it right is hard.right is hard.– ““Thinking Agile” is a paradigm Thinking Agile” is a paradigm

shiftshift– Estimating hours instead of days Estimating hours instead of days

is hard is hard • Artists & Designers should be Artists & Designers should be

pigs, not chickenspigs, not chickens• Embedded QA is a huge benefitEmbedded QA is a huge benefit

Page 50: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Lesson Learned…Lesson Learned…

• Alpha/Beta & Scrum don’t Alpha/Beta & Scrum don’t mix as wellmix as well

• Velocity shows benefit of Velocity shows benefit of overtime very limitedovertime very limited– After two weeks, velocity After two weeks, velocity

returned to normal levels (or returned to normal levels (or below)below)

Page 51: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Moving forwardMoving forward

• Use XP, TDD and other Agile Use XP, TDD and other Agile engineering practicesengineering practices

• More cross-discipline More cross-discipline engineeringengineering

• Dynamic teams that are more Dynamic teams that are more focusedfocused– Instead of a “Character team” that Instead of a “Character team” that

stays together for the project, stays together for the project, form “Boss team”, that stays form “Boss team”, that stays together for one or two sprintstogether for one or two sprints

Page 52: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Moving forwardMoving forward

• Improve Product Backlog & Sprint Improve Product Backlog & Sprint Goal definitionsGoal definitions– What we expected was often not what What we expected was often not what

was deliveredwas delivered– Functionality was often at 90%. This Functionality was often at 90%. This

comes back to bite youcomes back to bite you– Learn about “User Stories” and other Learn about “User Stories” and other

planning methodsplanning methods• More consultingMore consulting

– Ken Schwaber’s Certified Scrum Ken Schwaber’s Certified Scrum Master (CSM) classMaster (CSM) class

– Onsite coachingOnsite coaching

Page 53: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Where to go next?Where to go next?

• www.mountaingoatsoftware.com/scrumwww.mountaingoatsoftware.com/scrum– Mike Cohn, a great Agile/Scrum coachMike Cohn, a great Agile/Scrum coach– Portions of this presentation come Portions of this presentation come

from this site with Mike’s permissionfrom this site with Mike’s permission• www.controlchaos.comwww.controlchaos.com

– Ken Schwaber’s CSM class siteKen Schwaber’s CSM class site• http://agilemanifesto.org/http://agilemanifesto.org/• Agile Software Development with Agile Software Development with

ScrumScrum– Ken Schwaber and Mike BeedleKen Schwaber and Mike Beedle

Page 54: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Where to go next?Where to go next?• Agile Project Management with Agile Project Management with

ScrumScrum– Ken SchwaberKen Schwaber

• General informationGeneral information– www.agilealliance.comwww.agilealliance.com

• My SiteMy Site– www.agilegamedevelopment.cowww.agilegamedevelopment.co

mm• Mailing ListMailing List

[email protected]@yahoogroups.com

Page 55: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Questions?Questions?

Page 56: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Appendix AAppendix A

Extra stuff if we have timeExtra stuff if we have time

Page 57: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

Project PlanningProject Planning

• Project components that Project components that have more known have more known requirements and tech can requirements and tech can still be “waterfalled”still be “waterfalled”

• Timeboxing parts of Timeboxing parts of development is a useful tooldevelopment is a useful tool

Page 58: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

TBD product burndownTBD product burndownReality Bites

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Page 59: Agile Methodology and Scrum in Game Development Clinton Keith VP/Director of Technology, High Moon Studios.

TBD product burndown 2TBD product burndown 2Project Burndown

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Original plan

Reality

Fixed Scope & Team

Fixed Score

Fixed Budget