Lessons Learned from Becoming Agile at Electronic           Arts:Using Scrum and Kanban to develop EAs            Physics ...
© 2011 Electronic Arts Inc                             Who is EA?
© 2011 Electronic Arts Inc          What do games use physics for?                                                        ...
© 2011 Electronic Arts Inc
© 2011 Electronic Arts Inc              Global Context for EATech
© 2011 Electronic Arts Inc           The challenges : Making Agile Stick                      •      Shared SCRUM understa...
© 2011 Electronic Arts Inc            Shared SCRUM understanding                             “Scrum and agile is          ...
© 2011 Electronic Arts Inc                             Product owner role                                            • Chi...
© 2011 Electronic Arts Inc                             Self Organisation           If You Put Fences Around People, You Ge...
© 2011 Electronic Arts Inc     Scrum Software vs Boards & Cards          Physical boards and cards a firm winner for us!
© 2011 Electronic Arts Inc                             Product Backlog                                 • History of using ...
© 2011 Electronic Arts Inc                             Getting to ready                                   • PO maintains R...
© 2011 Electronic Arts Inc     Using Kanban to compliment Scrum                             Scrum is not a silver bullet
© 2011 Electronic Arts Inc         Strong Individuals or a Team?             Balance individual contribution              ...
© 2011 Electronic Arts Inc                             EATech UK results Please rate these aspects of our development proc...
© 2011 Electronic Arts Inc                             ANY QUESTIONS?
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Agile Day | Lessons Learned from Becoming Agile at Electronic Arts: Using Scrum and Kanban to Develop EA's Physics Engine | Roman Pichler & Mike Bassett

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2011-11-01 | 10:40 AM - 11:40 AM
Many product backlogs I have come across are not managed very well: They either contain too much or too little information, ranging from literally a handful of user stories to many hundred items. This talk provides ten practical tips that help you to stay on top of it. The tips include making the product backlog DEEP, understanding what "ready" means, and how the backlog can be visualised.

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Agile Day | Lessons Learned from Becoming Agile at Electronic Arts: Using Scrum and Kanban to Develop EA's Physics Engine | Roman Pichler & Mike Bassett

  1. 1. Lessons Learned from Becoming Agile at Electronic Arts:Using Scrum and Kanban to develop EAs Physics Engine
  2. 2. © 2011 Electronic Arts Inc Who is EA?
  3. 3. © 2011 Electronic Arts Inc What do games use physics for? Fracturing Ragdolls Articulated Destruction Systems Character Fluids Simulation Rigid Deformable Bodies Early Character Bodies Simulation Debris Vehicles Joints Collision Cloth
  4. 4. © 2011 Electronic Arts Inc
  5. 5. © 2011 Electronic Arts Inc Global Context for EATech
  6. 6. © 2011 Electronic Arts Inc The challenges : Making Agile Stick • Shared SCRUM understanding • Product Owner • Self-organisation • Software vs Boards & Cards • Backlog management • Getting to ready • A group of strong individuals • Kanban vs Scrum
  7. 7. © 2011 Electronic Arts Inc Shared SCRUM understanding “Scrum and agile is something that is happening to people” “Management is pushing this agile fad on us” Take the whole team with you on the journey
  8. 8. © 2011 Electronic Arts Inc Product owner role • Chief product owner Chief Product – 3 months + roadmap Owner view Sub Product Owner Sub Product Owner • Per scrum-team sub product owner • Chief PO leads regular Team Member Team Member backlog grooming • We rotate sub product owner Sub-product owners critical to our success
  9. 9. © 2011 Electronic Arts Inc Self Organisation If You Put Fences Around People, You Get Sheep Create the environment to encourage accountability
  10. 10. © 2011 Electronic Arts Inc Scrum Software vs Boards & Cards Physical boards and cards a firm winner for us!
  11. 11. © 2011 Electronic Arts Inc Product Backlog • History of using Excel and Hansoft to manage backlog • Now use boards as primary product backlog tool • Electronic versions only created to share with customers Single visible product backlog is key to good priority decisions
  12. 12. © 2011 Electronic Arts Inc Getting to ready • PO maintains Ready Zone • Pre-planning for the next sprint/milestone – Pair pre-planning • Story owners The team must be ready for each planning session
  13. 13. © 2011 Electronic Arts Inc Using Kanban to compliment Scrum Scrum is not a silver bullet
  14. 14. © 2011 Electronic Arts Inc Strong Individuals or a Team? Balance individual contribution with multiplying effect on team We still need TDs and story “leaders”
  15. 15. © 2011 Electronic Arts Inc EATech UK results Please rate these aspects of our development process today Jan-11 Feb-11 May-11 Sep-11 The whole team understanding the SCRUM framework 1.77 3.23 3.31 3.50 Clear ownership and execution of the Product Owner role 2.23 2.31 2.94 3.44 Clear ownership and execution of the Scrum Master role 1.92 2.62 3.13 3.31 Your personal job satisfaction as influenced by the process 2.38 2.69 2.81 3.00 How effective SCRUM is for the work you are normally doing 1.85 2.62 2.75 2.94 The efficiency of our development process in delivering to customers 2.77 2.67 3.13 2.88 Clear and stable release vision 2.38 2.50 2.81 2.88 Effectiveness of Scrum meetings (Grooming, Planning, Standup, Review, Retrospective) 2.08 2.69 2.75 2.75 Effective customer/stakeholder feedback on plans and product increment 2.15 2.91 2.75 2.56 Overall feedback 2.17 2.69 2.93 3.03 Very Good Thanks 4 Mostly Fine 3 Fairly Disappointed 2 Very unsatisfied 1
  16. 16. © 2011 Electronic Arts Inc ANY QUESTIONS?

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