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

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

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