An Introduction To Agile Development

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    Notes on slide 1

    08/03/06 22:27 ©2005 Microsoft Corporation. All rights reserved. This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.

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    An Introduction To Agile Development - Presentation Transcript

    1. August 14-15, 2006 “ WALK IN” SLIDE
    2. Agile Game Development: Tales from the Trenches
        • Noel Llopis
        • Senior Architect High Moon Studios
      Presentation/Presenter Title Slide
    3. Coming up
      • Agile Development
      • Organization Agile Techniques
      • Programming Agile Techniques
      • Lessons Learned
    4. PART 1: Agile Development
    5. Motivation
      • Unknown technical constraints
      • Changing requirements
      • Finding the fun factor
    6. What is Agile Development?
      • Maximize work not done
      • Just-in-time decisions
      • Adapt to change
    7. Scrum
    8. Extreme Programming (XP)
    9. Others
      • Evo
      • RUP
      • ...
    10. PART 2: Organization Agile Techniques
    11. Short Iterations
      • Scrum suggests 30 days; XP 2 weeks.
      • We tried both, and we're doing 2-week iterations.
      • Each iteration attempts to create a true vertical slice .
      • Use results to feed into next iteration.
      • Yes, you can do a lot of work in 2 weeks (hard to believe at first).
    12.  
    13. Scheduling
      • Customer == Person who cares about the ultimate outcome of what the team produces.
      • Customers come up with priorities.
      • Team estimates how long things will take and signs up for most important tasks in available time.
      • Conversation between customer and team.
    14.  
    15. Team Composition
      • Small teams (8-12 people).
      • Collocated in open work environment. This is huge for quick discussions and communication.
      • Originally only programmers; now, totally cross-functional.
      • Scrum of scrums to scale to larger team sizes.
    16. Who Does What
      • Tasks are created and estimated by team
      • People pick whatever task they want to work on
      • Great for morale and spreading knowledge
      • Careful how to deal with domain experts
    17. Long-Term View
      • We create working software instead of documents.
      • Important to be in total agreement with publisher.
      • Try your publisher. They may resist change at first, but then they realize they get to have more say in your project.
      • Backlog
      • Long-term planning; three-month release cycles.
    18.  
    19. PART 3: Programming Agile Techniques
    20. Pair Programming
    21. Pair Programming
      • Is output 2× of what one programmer can do? Not quite.
      • It's a bit less (1.6 - 1.8×), but it also has other huge benefits:
        • Much higher quality
        • Spreads knowledge & philosophy
        • Promotes team spirit
      • In the long term, it is a huge win
    22. Pair Programming
      • Not everybody likes it, but a very large number of programmers do.
      • Some teams use it almost all the time; some other teams not as much.
      • Another benefit: Intensity and concentration. You never have low moments, little breaks, or anything. You work 8 hours and you end up exhausted!
    23.  
    24. Test-Driven Development Check in Check in Write test Write code Refactor
    25. Test-Driven Development
      • Quick idea: test-code-refactor cycle
      • All code unit-tested; written by programmers
      • Design methodology
      • Much easier to refactor/optimize
    26. Test-Driven Development
      • Unit tests are:
        • Small
        • Self-contained
        • Fast
      • Code doesn't have to be written with the future in mind.
      • Instead, we can change when/if the time comes. Huge win!
      • Never refactor for its own sake; always because we want to do something.
    27. Test-Driven Development
      • Get a unit-test framework (UnitTest++)
      • Running on the Xbox 360 is a bit more challenging, but do-able.
      • Need to be able to run a program, capture its output, and return code.
      • Xbrun should really do it.
    28. Continuous Integration
      • Many small, very frequent check-ins (maybe every 3-5 minutes)
      • As soon as any code is checked-in, build is triggered
      • People are notified right away of any failed builds
      • Unit tests are very useful for keeping things stable
      • We use CruiseControl.Net—it's great!
    29.  
    30. Continuous Integration
      • House rule: Nobody leaves without making sure his last check-in resulted in a successful build.
      • The faster your builds, the better; so, pay attention to logical and physical dependencies (feedback time for normal checkins is around 10-20 seconds).
      • Much slower for Unreal projects.
    31. Collective Code Ownership
      • Really means collective code ownership, not "no code ownership".
      • Anybody is free to modify any code as long as it's because they're working on it.
      • Really relies on unit tests and shared knowledge.
    32. Sustainable Pace
      • What's one of the big problems in the industry? Crunch time.
      • Work as hard as you can, thinking of the long term. That means about 40-hour work weeks. Intense 40 hours, though!
      • People come back refreshed and ready to do work.
      • They also have the time to learn things outside of work and feed that knowledge back into work.
    33. Automated Tests
      • Unit tests from TDD are huge, but only part of all the automated tests.
      • Functional tests: Test whole program or parts of it.
      • Fully automated. Run them on the build server at least once a day. (We have them running every couple of hours.)
      • Run them on your target platforms as well.
      • Great for testing systems involving multiple threads
    34. PART 4: Lessons Learned
    35. How Is It Working?
      • We're discovering the important stuff first
      • Much-improved code quality
      • More robust builds
      • People are really happy
    36. What Can Be Improved?
      • Team composition
        • How many resources are shared
        • How to fully integrate people with different ways of working and thinking (programmers, artists, designers)
    37. What Can Be Improved?
      • Team self-organization
        • Big goal of scrum. We’ve made lot of progress, but it can be taken a step beyond.
        • Team needs to realize they're empowered to do whatever it takes to get their tasks done.
        • Sometimes some leadership will still be needed
    38. What Can be Improved?
      • Non-productive time
        • Scrum recommends 1 day for reviews and 1 day for planning.
        • That's 2 days out of 10 “wasted”; even worse with multiple teams.
        • We recently changed things to minimize down time, and we do reviews and planning on the same day.
    39. Adopting Agile Development
      • We have customized a lot of the standard scrum rules to fit game development.
      • However, it's best to start with the default rules, try them in earnest, and go from there.
      • Tweaking too many rules from the start can lead to wasted time and failed attempts.
      • XP was easy to adopt without any major changes.
    40. Resources
        • Games from Within
        • http:// www.gamesfromwithin.com
        • Agile Game Development http:// www.agilegamedevelopment.com
      Questions?
    41. © 2006 Microsoft Corporation. All rights reserved. This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary. DirectX Developer Center http://msdn.microsoft.com/directx Game Development MSDN Forums http://forums.microsoft.com/msdn Xbox 360 Central http://xds.xbox.com/ XNA Web site http://www.microsoft.com/xna End Slide August 14-15, 2006

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