1 / 39

An Introduction to Agile Game Development with Scrum, XP and Lean

An Introduction to Agile Game Development with Scrum, XP and Lean. Presented by Clinton Keith. Overview. What is agile? Why use it? Overview of Scrum Agile Planning Lean Game Production Expectations Q&A. What is agile?.

xannon
Télécharger la présentation

An Introduction to Agile Game Development with Scrum, XP and Lean

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. An Introduction to Agile Game Development with Scrum, XP and Lean Presented by Clinton Keith

  2. Overview • What is agile? Why use it? • Overview of Scrum • Agile Planning • Lean Game Production • Expectations • Q&A

  3. What is agile?

  4. 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

  5. People and communication Customer collaboration Responding to change Design documentation Contract negotiation Process and Tools Working game Following a plan The Agile Manifesto - applied to game development over over over over www.AgileManifesto.org

  6. Why Adopt Agile? • Reduce wasted effort/crunch • To find the fun first

  7. Finding the fun first Alpha/Beta E3 Demo Production Preproduction Design

  8. Process tools partly driven by certainty Far from Agreement Anarchy Scrum Complex Requirements (fun) Complicated Simple Close to Agreement Close to Certainty Far from Certainty Technology Source: Strategic Management and Organizational az by Ralph Staceyin Agile Software Development with Scrum by Ken Schwaber and Mike Beedle.

  9. 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

  10. Overview of Scrum

  11. Daily Scrum 24 hours Sprint goal Crouch Fly Crouch Swim Swim Jump Fly Jump Sprint 2-4 weeks Sprint backlog Incrementally improved game Scrum Product backlog

  12. Scrum Master Programmer Internal director Programmer Product Owner Artist Artist The Team Publisher producer Anyone (not an authority role) Tester Programmer Animator Designer The Scrum Project Community

  13. 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

  14. Reciprocal commitments The team commits to delivering some amount of functionality The business commits to leave priorities alone during the sprint

  15. The Task Board CompletedTasks UserStories Tasks (Sprint backlog) Burndown Chart

  16. Sprint Backlog Burndown Chart Drag works against velocity Slope = Velocity Hours Backlogged Story Days Must hit zero hours by end

  17. “A project doesn’t become a year late overnight....it loses hours a day” - Fred Brooks Scaling Scrum Functional Leadership Support services Team Team Team

  18. eXtreme Programming

  19. XP XP stands for eXtreme Programming is an agile methodology which includes Test Driven Development (TDD) and Pair Programming practices 95% Metric

  20. Pair Programming • Pair programming is a continuous peer review. • It supports: • Mentoring • Knowledge sharing • Consistent standards • Resource sharing Pair Problem Complexity Don’t Pair Programmer Experience

  21. Agile planning

  22. DONE End? End? End? End? Agile without planning Start

  23. Plans are nothing. Planning is everything. Dwight Eisenhower The “Cone of Uncertainty” Traditional vs. agile planning Start Goal Plan directed work Iterative Planning End

  24. The product backlog iceberg Sprint Priority Release Future Releases

  25. A project is a series of releases Green Light Pre Production Alpha Beta Production Release Release Release Release Release Release Release Release Release Release

  26. Lean

  27. We have stages

  28. 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 Cooper2008

  29. Process tools partly driven by certainty Far from Agreement Anarchy Scrum Complex Requirements (fun) Lean Pre-production Complicated Simple Production Close to Agreement Close to Certainty Far from Certainty Technology Iterative Source: Strategic Management and Organizational az by Ralph Staceyin Agile Software Development with Scrum by Ken Schwaber and Mike Beedle. Incremental

  30. Lean game production is a translation of lean manufacturing principles and practices to video game asset production. Lean Game Production The “Deming Cycle”

  31. Concept Low rez geometry High rez geometry Audio layout Gameplay tuning Buffer (1) Ongoing (2) Ongoing (1) Done To do A B C D E F Lean Game Production

  32. Eliminate waste Amplify learning Decide as late as possible Deliver as fast as possible Empower the team Build integrity in (balance discipline) See the whole Seven Lean Principles Lean chapter on website

  33. Now for the bad news... The myths.....

  34. Scrum will prevent problems (or solve them for you)

  35. Scrum can achieve impossible goals

  36. Scrum does not require competent leadership

  37. Starting agile

  38. Onsite classes and coaching • Team training, Advanced Scrum, Lean Production • Certified ScrumMaster for Game Development course • Before IGDA Leadership Forum, November 10th & 11th • Agile Game Development book in early 2010 • These slides are posted on my website Clint@ClintonKeith.com www.ClintonKeith.com Questions?

More Related