Agile Methodology in Game Development: Year 3. Clinton Keith CTO, High Moon Studios

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Transcription:

Agile Methdlgy in Game Develpment: Year 3 Clintn Keith CTO, High Mn Studis

What We ll Talk Abut: Histry f Agile at High Mn What is Agile? Why use it? Overview f Scrum, ne Agile Methdlgy Agile Planning We ll tuch n extreme Prgramming (XP) The results f using Agile at High Mn Q&A This is abut what we experienced, nt the Right Way t make games

Histry f Agile at High Mn Used Scrum in last year f Darkwatch Helped keep the prject n track Adpted XP and Agile planning practices n new prjects ver the last year

Why Adpt Agile? The Reasns/Gals: Reduce wasted effrt/crunch T find the fun first Other industries have used Agile t develp better prducts faster. Can we?

What is Agile Develpment? The rts f Agile g back 60 years fr prduct dev (in Japan) and 30+ years fr sftware dev. The Agile Manifest (mdified fr game dev): We value Peple and cmmunicatin ver prcesses and prject management tls; Wrking game ver cmprehensive design dcuments; Publisher cllabratin ver milestne definitins; Respnding t change ver fllwing a plan;

Wasted Effrt Can Cme Frm Nise and it influences what methdlgy we use Far frm Agreement Anarchy Requirements Cmplex Preprductin Clse t Agreement Simple Clse t Certainty Technlgy Prductin Far frm Certainty Surce: Strategic Management and Organizatinal Dynamics by Ralph Stacey in Agile Sftware Develpment with Scrum by Ken Schwaber and Mike Beedle.

Finding the Fun First Nt fun yet? Alpha/Beta E3 Dem Prductin Design Preprductin

What is Scrum? Scrum is.. One f the majr Agile Methlgies Iterative Cmmitment-riented Results-riented Disciplined Abut making things visible s yu can apply cmmn sense

The Scrum Cast Prduct Owner Scrum Master Anyne. Nt a lead rle Directr Artist Artist The Team Animatr Marketing QA Prgrammer Designer Publisher Prducer Custmers

Prduct Backlg Jump Run Cruch Prduct Backlg as priritized by Prduct Owner Defined as User Stries with cnditins f satisfactin Estimated with relative User Stry Pints that help track prgress

Sprints (Iteratin) Change Sprint Gals Sprint Backlg brken ut by team Sprint (Fixed Duratin) Game Jump Cruch New Game (Vertical Slice Added) Run

Review and Planning Jump Game Cruch Fly Run Review and Planning

Daily Scrum Daily Scrum Jump Game Cruch Fly Run

The War Rm User Stries (Sprint Backlg) Tasks Cmpleted Tasks Burndwn Chart

Jump User Stry Task Mn. Tues. Wed. Thurs. Jump Input Cntrl 8 3 0 0 Jump Tuning 16 16 10 4 Jump Animatin 8 16 16 4 Duble Jump Optin 8 8 0

Sprint Backlg Burndwn Chart Drag wrks against velcity Slpe = Velcity Hurs Backlgged Stry Days Must hit zer hurs by end

Scaling Scrum - The Scrum f Scrums Functinal Leadership Supprt services Teams

Releases The Prduct Backlg Iceberg Sprint High Future Releases Release Pririty Value Cst Risk Knwledge Lw

Release Burndwn

extreme Prgramming (XP) Alpha/Beta Cst Of Change Develpment Design Time

Agile Game Develpment Lessns learned Benefits Where t g fr mre inf?

Lessns Learned Start small One Scrum team ding a prttype wuld be ideal D what the bk says frm the start Cmpany dysfunctins can creep in therwise Dn t get t dgmatic abut it but Scrum is meant t be mdified (eventually)

Lessns Learned Agile planning is harder t start than thught But XP was easier Caching was critical Onsite and CSM Publisher buy-in wasn t difficult Getting them int reviews and planning tk adjustment

Lessns Learned Nrmal Velcity Overtime Velcity Overtime value is limited but average intensity is raised Old Habits Die Hard Over-design Delayed integratin Seating by discipline Cmmand and cntrl Week 1 Week 2 Week 3 Week 4 Week 5 Testing needs t be pushed

Benefits Imprved Prductivity Reliability f build Quality f game Mrale Ownership Team wrk Cmmunicatin Enables lw-cst executive awareness Which means yu dn t have t wrk hard t find ut what s ging n

Where t g fr mre inf? www.agilegamedevelpment.cm Bks Mailing lists Fr Game Develpers t share inf n adpting Agile AGD Blg Addressing challenges and news n adpting Agile t Game Develpment Questins?