Scrum Essentials for Game Teams ing seats We ll be mov art this st e before w don t unpack morning, so yet! Presented by Clinton Keith Scott Crabtree 1 Clinton Keith 2 3 Today Scrum is a simple framework Broadband, interactive communication for learning, as compared to narrow-band, scalable techniques such as books Through exercises, discussion, and lecture you will learn how to solve problems in a Scrum-like manner I ll give you a link to these slides at the end This workshop is a broad overview of using Scrum for game development
Today Lunch 12-2 Break 4-4:30 Too many people to stop to answer questions 4 Your burndown 45" 40" 35" 30" Points' 25" 20" 15" 10" 5" 0" 0" 1" 2" 3" 4" 5" 6" 7" 8" Time' 5 Agile & Scrum Overview 6
Finding the fun first 100 Not fun yet? Alpha/Beta % "Fun" Known 75 50 25 0 Design 1 2 3 4 5 6 7 8 9 10 11 12 13 Time E3 Demo Preproduction Production Waterfall Atari/Nintendo 7 Traditional vs. agile planning Start Iterative Planning Plans are nothing. Planning is everything. Dwight Eisenhower The Cone of Uncertainty Plan directed work Goal End 8 The Agile Manifesto (for game development) We are uncovering better ways of developing games by doing it and helping others do it. Through this work we have come to value: Individuals and interactions over Process and Tools Working game over Design documentation Customer collaboration over Contract negotiation Responding to change over Following a plan 9
Scrum 10 Scrum Daily Scrum ScrumMaster Sprint goal Sprint planning Sprint 2-4 week Time-box Sprint review Jump Crouch Swim Sprint backlog Fly Developers Improved Game Product backlog Product Owner 11 Scrum Product Owner Product backlog Sprint review Improved game Retrospective actions / Experiments ScrumMaster Retrospective Developers 12
s Sprint 1 Sprint 2 Sprint 3 Sprint 4 Sprint 5 Sprint 6 Sprint 7 Sprint 8 Sprint 9 Sprint 10 Sprint 11 Sprint 12 13 Large-Scale Games Green Light Pre Production Production Alpha Beta 14 The Product Backlog Iceberg Product Owner Future s Sprint High Priority Value Cost Risk Knowledge Low 15
Scrum Roles 16 Pass the ball #1 30 sec #2 28 sec #3 25 sec... Form teams of 10 people The goal is pass a tennis ball around the group as fast as possible Each person must own the ball Ownership means it s touching your hand and nothing else The first person to own the ball must be the last person owning it One person measures and writes down the time, but doesn t have to pass the ball 17 Scrum roles Developers Scrum Master Product Owner Scrum Team 18
Product Owner Duties Maintains the product backlog Conveys a shared vision Represents the customers and shareholders Participates in all Scrum ceremonies Accepts or rejects sprint results Guides releases, not sprints 19 The ScrumMaster Duties Remove impediments Ensures all Scrum artifacts exist Facilitates Scrum ceremonies Support and guide the PO role Coaches the team on process 20 Doing the right thing, the right way Right thing Unsustainable wins Enduring success Wrong thing Slow Failure Fast Failure Wrong way Right way 21
The Team Duties Plans the sprint backlog Does everything necessary to achieve sprint goal Removes most impediments Manages the sprint backlog 22 Sprints, part 1 23 Build for 15 minutes Demonstrate to another group for 2 minutes 24
Sprints This is the sprint Scrum projects make progress in a series of sprints During the sprint, the team does Animation Coding Testing Level design and so on After each sprint, game can be played / demoed 25 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 26 Reciprocal commitments The team commits to delivering some amount of functionality The business commits to leave priorities alone during the sprint 27
Sprint length Most common lengths: 2-weeks, 4-weeks, 1 month You can change your sprint length, but not every sprint Factors to consider... How long the business can go without changing its mind Amount of uncertainty on the project Ability to reliably predict effort on tasks four weeks out The overhead of iterating Pick a length that spreads intensity appropriately 28 Done over time Concept Prototype Playable Polish Sprint Performance Magazine demo Pass full QA Ship 29 Sprints, part 2 30
Scrum meetings Sprint Planning Meeting Daily Scrums Sprint Review Meeting Sprint Retrospective Sprint Planning Meeting Body Text with a bullet and set to proper indents 31 Sprint planning meeting Team selects items from the product backlog they can commit to completing Sprint backlog is created Tasks are identified and each is estimated (1-16 hours) Collaboratively, not done alone by the ScrumMaster Very high-level design is considered As a player I want punches, reactions and blocks synchronized, so that fighting looks natural and realistic Create close punch animations (12 hours) Tune attack percentage in AI (4) Remap controls so attacks are on free buttons (4) Tune block and reaction animations to be same length (2) 32 Sprint backlog Create close punch animations (12 hours) Tune attack percentage in AI (4) Remap controls so attacks are on free buttons (4) Tune block and reaction animations to be same length (2) 33
Task boards Story To Do In Process To Verify Done As a user, I... 8 points 9 8 4 2 8 8 8 4 MC 4 SC 8 LC 8 MC 8 SC 4 As a user, I... 5 points 8 8 4 8 6 DC 8 SC 8 34 Burndown Charts Primary method of tracking progress A burndown chart shows how much work is left as of various dates 1,000 800 600 400 200 0 4/29/02 5/6/02 5/13/02 5/20/02 5/24/02 35 The Daily Scrum Parameters Daily 15-minutes Stand-up What did you do yesterday? What will you do today? Is anything in your way? Helps avoid other unnecessary meetings 1 2 3 36
The Sprint Review Team presents what it accomplished during the sprint Typically takes the form of a demo of new features or underlying architecture Informal 2-hour prep time rule No slides Whole team participates Invite the world 37 Sprint Retrospective Periodically take a look at what is and is not working Typically 15 30 minutes Done after every sprint Whole team participates ScrumMaster Product owner Team Possibly customers and others Start doing Stop doing Continue doing 38 Family Board Game 39
Vision For families with children 6-18, KnowItAll is a board game that only takes 5 minutes to play. KnowItAll allows families to play in a collaborative way and discover things about each other, unlike other board games, which create competition and non-collaborative behavior. 40 Steps Choose a ScrumMaster & Product Owner Discuss project vision, initial backlog & resources Prioritize the backlog Plan a sprint Sprint! Review and revise backlog Retrospective Until we run out of time 41 Rules 5 minute sprints (using the supplies) Planning occurs before sprints (take as long as you want) Must meet the definition of done for sprints and release 42
Definition of Done Prototype Sprint Stand-alone demo 43 Resources Scissors Glue sticks Colored card stock (some with hexagons) Markers Colored index cards Dice Poker chips Miscellaneous craft supplies 44 Conclusion 45
The Roadmap Journeyman 12-24 months Faster integrations Better testing planning Continual improvement Apprentice 3-12 months Daily Scrums Iterations Roles Done Master Never ends Self organization 100% customization 46 Further reading 47 Training/Certification Paths 48
Clinton Keith Clint@ClintonKeith.com www.clintonkeith.com @ClintonKeith Slides: www.clintonkeith.com/gdc12se.pdf Scott Crabtree Scott@ www.happybrainscience.com www.happybrainscience.com @ScottCrab Contact Scott for slides 49