Agile GameDevelopment<br />SCRUM in cross-disciplinedteams<br />
Agenda<br />Aboutthecompany and theteams<br />ChallengeswithScrum<br />Experiences<br />
About Three Melons<br />Three Melons is a leading GAME STUDIO in Latin America.<br />The studio houses top talent in its o...
Rich Web & iPhone Social Games<br />
Our games<br />
Current and past clients/partners<br />4mm Games<br />
Studio Profile and Team<br />Founded in 2005<br />Our team : +45<br />Artists<br />Developers<br />Gamedesigners<br />Prod...
Certified Agile Methodology<br />
Our SCRUM<br />
Our Processes<br />
OurTeams<br />GameDesigner<br />ScrumMaster<br />2D, 3D Artists<br />Developers<br />Animators<br />ProductOwner<br />Test...
OurTeams<br />1 teamper game<br />5 – 12 people<br />Co-located<br />
TheChallenge<br />Dependenciesbetweenareas,<br />Completionestimates  vs  Time-boxedestimates,<br />“Cross-functional team...
Stories<br />Vertical slices of thegame,<br />Involveworkforeveryarea,<br />Are estimatedwithpoints,<br />Are doable in no...
Workflow<br />Describes the interface betweenareas,<br />Reduces waste time and increasesproductivity,<br />Defined in Spr...
Sprints and DailyScrum<br />Collectiveownership<br />Allareas are involved in everystory,<br />Team-leveldecisions, <br />...
Communication and Tools<br />Over-communication,<br />Simple toolsthateverybodyunderstands,<br />Visible task-board,<br />...
Training<br />Cross-disciplinary training,<br />Teachbasicconceptstosavethe gap betweenareas,<br />Encourageinitiativesfor...
Retrospectives<br />Sprint and Project Retrospectives,<br />Reviewworkflow,<br />Personal commitments,<br />Area and cross...
Pauline Morrison Fell<br />polin@threemelons.com<br />
Questions<br />?<br />
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Agiles 2009 - Agilidad en la Produccion de Videojuegos - Pauline Morrison Fell

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SCRUM typically refers to cross-functional teams, allowing for load-balancing of work equally among all the team members. However, this is not so simple to implement when working with very different abilities within one same team. In the production of videogames at Three Melons, we need to coordinate not only programmers and testers, but also graphic designers, artists, animators and game designers. Communication is definitely a challenge within these teams. On the other hand, stories have to be written taking into account the different stages in the production pipeline of a feature, which involves tasks for every area of expertise. It is another challenge to integrate all these stages in independent and valuable stories. We want to share our experiences on this, and benefit on the experiences of other multi-disciplinary teams.

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Transcript of "Agiles 2009 - Agilidad en la Produccion de Videojuegos - Pauline Morrison Fell"

  1. 1. Agile GameDevelopment<br />SCRUM in cross-disciplinedteams<br />
  2. 2. Agenda<br />Aboutthecompany and theteams<br />ChallengeswithScrum<br />Experiences<br />
  3. 3. About Three Melons<br />Three Melons is a leading GAME STUDIO in Latin America.<br />The studio houses top talent in its offices in Buenos Aires, Argentina and has a business development office in Los Angeles, California.<br />
  4. 4. Rich Web & iPhone Social Games<br />
  5. 5. Our games<br />
  6. 6. Current and past clients/partners<br />4mm Games<br />
  7. 7. Studio Profile and Team<br />Founded in 2005<br />Our team : +45<br />Artists<br />Developers<br />Gamedesigners<br />Producers<br />Testers<br />Management<br />Staff<br />Offices<br />Primary Office in Buenos Aires<br />US businessdevelopment office in Los Angeles<br />Foto + breve historia<br />
  8. 8. Certified Agile Methodology<br />
  9. 9. Our SCRUM<br />
  10. 10.
  11. 11. Our Processes<br />
  12. 12.
  13. 13. OurTeams<br />GameDesigner<br />ScrumMaster<br />2D, 3D Artists<br />Developers<br />Animators<br />ProductOwner<br />Testers<br />GraphicDesigners<br />
  14. 14. OurTeams<br />1 teamper game<br />5 – 12 people<br />Co-located<br />
  15. 15. TheChallenge<br />Dependenciesbetweenareas,<br />Completionestimates vs Time-boxedestimates,<br />“Cross-functional teams can lack this all-for-one and one-for-all benefit that comes more easily to teams of one discipline.”<br />Clinton Keith, agilegamedevelopment.com<br />
  16. 16. Stories<br />Vertical slices of thegame,<br />Involveworkforeveryarea,<br />Are estimatedwithpoints,<br />Are doable in no more thanone sprint,<br />Gofortheminimumrequeriment and allowforpolishing in a followingiteration.<br />
  17. 17. Workflow<br />Describes the interface betweenareas,<br />Reduces waste time and increasesproductivity,<br />Defined in Sprint 0,<br />Changesforeveryuniquegame,<br />Extendsthe formal gamedevelopmentprocess,<br />Includesassetrequirements, repositories, fileformats, etc,<br />Isessentialwhenoutsourcingpart of theproject.<br />
  18. 18. Sprints and DailyScrum<br />Collectiveownership<br />Allareas are involved in everystory,<br />Team-leveldecisions, <br />Break-downintotasksis a waste of time and theteam loses focusonthestory,<br />Priorities are a must!<br />
  19. 19. Communication and Tools<br />Over-communication,<br />Simple toolsthateverybodyunderstands,<br />Visible task-board,<br />Peopleco-locatedbyproject, notarea,<br />TRUST and Tolerance<br />
  20. 20. Training<br />Cross-disciplinary training,<br />Teachbasicconceptstosavethe gap betweenareas,<br />Encourageinitiativesforself-training and cross-training amongteammembers.<br />
  21. 21. Retrospectives<br />Sprint and Project Retrospectives,<br />Reviewworkflow,<br />Personal commitments,<br />Area and cross-arearevisionmeetings.<br />
  22. 22. Pauline Morrison Fell<br />polin@threemelons.com<br />
  23. 23. Questions<br />?<br />

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