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Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
Bridging the Distance through Agile Game Development
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Bridging the Distance through Agile Game Development

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Aðalsteinn "Alli" Óttarsson", Technical Producer CCP. …

Aðalsteinn "Alli" Óttarsson", Technical Producer CCP.

Synopsis:
Massively multiplayer online game developer CCP has been pursuing a multi-product development effort and has teams scattered across the globe. In 2008 CCP decided transition the production of its flagship product EVE Online to agile development and at the same time release their most ambitious expansion to the online universe. In order to
achieve this CCP shifted a large portion of their globally
distributed resources from working on separate local projects to one unified development effort using Scrum.

While getting an insight into the fascinating field of game
development attendees will learn about the structure of the project, its roll-out and how the company as a whole transitioned to Agile throughout the release and how the entire development arm of the company has now unified around the framework. Alli covers the biggest hurdles and impediments the company was faced with and how they were solved as well as how the development teams and management embraced agility and the cultural change.

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  • 2001 © CCP hf. All rights reserverd.
  • 2001 © CCP hf. All rights reserverd.
  • 2001 © CCP hf. All rights reserverd.
  • 2001 © CCP hf. All rights reserverd.
  • 2001 © CCP hf. All rights reserverd.
  • 2001 © CCP hf. All rights reserverd.
  • 2001 © CCP hf. All rights reserverd.
  • 2001 © CCP hf. All rights reserverd.
  • 2001 © CCP hf. All rights reserverd.
  • 2001 © CCP hf. All rights reserverd.
  • 2001 © CCP hf. All rights reserverd.
  • 2001 © CCP hf. All rights reserverd.
  • Transcript

    • 1. <ul><li>Bridging the Distance through Agile Game Development Aðalsteinn “Alli” Óttarsson </li></ul>
    • 2. Who am I ? <ul><li>Aðalsteinn “Alli” Óttarsson </li></ul><ul><li>Technical Producer </li></ul><ul><li>Core Technology Group </li></ul><ul><li>Joined CCP in 2001 </li></ul>
    • 3. Going to talk about. <ul><li>Brief history of CCP </li></ul><ul><li>EVE Development </li></ul><ul><li>EVE Online Expansions </li></ul><ul><li>Our upcoming MMO title </li></ul><ul><li>Core development efforts </li></ul><ul><li>Scaling our organization and tools </li></ul>
    • 4. <ul><li>Company </li></ul><ul><ul><li>Founded in 1997, privately held </li></ul></ul><ul><ul><li>EVE Online launched in 2003 </li></ul></ul><ul><ul><li>Acquired White Wolf Publishing in 2006 </li></ul></ul><ul><li>Prosperity </li></ul><ul><ul><li>Grown from relative obscurity to moderate success </li></ul></ul>CCP Overview <ul><li>Culture </li></ul><ul><ul><li>We care about each other and our customers </li></ul></ul><ul><ul><li>We dare to take calculated creative risks </li></ul></ul><ul><ul><li>We recognize that we can only reach our destination with teamwork, trust and friendship </li></ul></ul>
    • 5. <ul><li>Company </li></ul><ul><ul><li>Founded in 1997 </li></ul></ul><ul><ul><li>Privately held </li></ul></ul><ul><li>Culture </li></ul><ul><ul><li>We care about each other and our customers </li></ul></ul><ul><ul><li>We dare to take unknown and treacherous paths </li></ul></ul><ul><ul><li>We recognize that we can only reach our destination with teamwork, trust and friendship </li></ul></ul><ul><li>Prosperity </li></ul><ul><ul><li>Grown from relative obscurity to moderate success </li></ul></ul>CCP Overview
    • 6. <ul><li>CCP employees are spread between four offices in three continents </li></ul><ul><li>Iceland / Reykjavík </li></ul><ul><ul><li>Headquarters </li></ul></ul><ul><ul><li>~210 Employees </li></ul></ul><ul><li>China / Shanghai </li></ul><ul><ul><li>~60 Employees </li></ul></ul><ul><li>USA / Atlanta </li></ul><ul><ul><li>~100 Employees </li></ul></ul><ul><li>UK / London </li></ul><ul><li>CCP employees represent over 20 nationalities </li></ul><ul><li>The number of languages spoken by employees exceed 30 </li></ul><ul><li>Melding the best of art, science, operations and business talent </li></ul>CCP Overview Atlanta London Shanghai
    • 7.  
    • 8. Staged Deliveries <ul><li>Iterative and Incremental approach. </li></ul><ul><li>Each stage delivers a full vertical slice of working software </li></ul><ul><ul><li>Requirements, design, production, testing, packaging, user feedback. </li></ul></ul><ul><li>Component/Feature Lifecycle and artifacts </li></ul><ul><ul><li>SRS Document, Test Plan, Construction / Prototyping, Detailed Design, Development, Testing, Code Review, Integration. </li></ul></ul><ul><li>Team involvement </li></ul><ul><ul><li>Estimation , Feature Ownership, Peer reviews </li></ul></ul><ul><li>Promotes practices for high quality and risk mitigation. </li></ul>
    • 9. Orion Staged Delivery plan EVE is too complex. Impossible to make in one go Rinse and repeat If you can’t make in one go just try and try until it is ready
    • 10. Sputnik Staged Delivery plan EVE is too complex. Impossible to make in one go Rinse and repeat If you can’t make in one go just try and try until it is ready
    • 11. Sputnik Staged Delivery plan EVE is too complex. Impossible to make in one go Rinse and repeat If you can’t make in one go just try and try until it is ready
    • 12. Sputnik Staged Delivery plan EVE is too complex. Impossible to make in one go Rinse and repeat If you can’t make in one go just try and try until it is ready
    • 13. Laika Staged Delivery plan EVE is too complex. Impossible to make in one go Rinse and repeat If you can’t make in one go just try and try until it is ready
    • 14. Crystal Staged Delivery plan EVE is too complex. Impossible to make in one go Rinse and repeat If you can’t make in one go just try and try until it is ready
    • 15. Phoenix Staged Delivery plan EVE is too complex. Impossible to make in one go Rinse and repeat If you can’t make in one go just try and try until it is ready
    • 16. Phoenix
    • 17. Phoenix
    • 18. Mandala
    • 19. Emerald
    • 20. Emerald
    • 21. EVE Online
    • 22. May 2003
    • 23. EVE Online Expansions
    • 24. EVE Online Expansions Game design idea Rough game design Approved by lead game designer Refined game design Scheduled for production Engineer reviewed Implementation Feature testing Public testing Regression testin g Approved Released to operation
    • 25. EVE Subscriber Trends 2008 HAMMER
    • 26. EVE Online Expansions <ul><li>Over 120 Developers </li></ul><ul><li>3 Offices in 3 Continents </li></ul><ul><li>Biggest EVE Expansion to Date </li></ul><ul><li>Shorter development time than previous expansions </li></ul>
    • 27. Transition EVE to Agile Game design idea Rough game design Approved by lead game designer Refined game design Scheduled for production Engineer reviewed Implementation Feature testing Public testing Regression testin g Approved Released to operation SCRUM TEAMS 2 weeks 24 hours
    • 28. Scrum 改 善 2 weeks 24 hours Team Product Owner Scrum Master Product Backlog Prioritized by Product Owner } Sprint Backlog Features committed to a sprint by the team Backlog Items Tasks expanded by the team Daily Scrum 15 minute daily team stand up meeting. Product Increment Functional working software. Sprint Review New functionality is demonstrated Sprint Retrospective Team reflects on last sprint and make continuous process improvements
    • 29. The Spectrum of Process Complexety
    • 30. Apocrypha Product Managers VISION: Theme: True Exploration Features: Unknown Universe Unstable Collapsable Wormholes Ancient Races New Encounters New Technology Enhanced New Player Experience Story telling of epic porportions
    • 31. Apocrypha Organization Chart Product Backlog Product Managers Product Owner Product Owner Product Owner Product Owner Product Owner Agile Transition Team Team Team Team Team Team Scrum Master Scrum Master Scrum Master Scrum Master Scrum Master Scrum of Scrums
    • 32. Apocrypha Organization Chart Product Backlog Product Managers Product Owner Product Owner Product Owner Product Owner Product Owner Team Team Team Team Team Scrum Master Scrum Master Scrum Master Scrum Master Scrum Master Scrum of Scrums
    • 33. Release Plan
    • 34. Dean Leffingwell <ul><li>Dean Leffingwell </li></ul><ul><li>Scaling Software Agility </li></ul><ul><li>Agilis 2008 </li></ul>
    • 35. <ul><li>Release Planning </li></ul><ul><li>EVE Online: True Exploration </li></ul>
    • 36. Features & Stories Task
    • 37. Features & Stories
    • 38. Features & Stories
    • 39. Features & Stories MuSCoW Analysis
    • 40. Features & Stories … MUST HAVE SHOULD HAVE COULD HAVE F1 F2 F3 FN
    • 41. Features & Stories … SHOULD HAVE COULD HAVE MUST HAVE SPRINT 1: <TEAM NAME> F1 F2 F3 F1 F2 F3 FN
    • 42. Features & Stories Mapped to a Sprint SPRINT 2: <TEAM NAME> F1 F2 F3 SPRINT 1: <TEAM NAME> F1 F2 F3
    • 43. Release Planning Day
    • 44. Release Planning Day
    • 45. Release Planning Day
    • 46. Release Planning Day
    • 47. Release Planning Day
    • 48. Release Planning Day
    • 49. Syncronized Iteration Cadance Product Backlog Integrated Demo Playable MMO 2 Weeks Sprint Team Sprint Team Sprint Team Sprint Team Sprint Team
    • 50. Global Demo via HD Video Conference
    • 51. Release burn down
    • 52. Road to success <ul><li>Empowered Teams </li></ul><ul><li>Self managing and self organizing </li></ul><ul><li>Release Planning by the teams </li></ul><ul><li>Shorter more frequent releases </li></ul><ul><li>Tools that scale </li></ul>
    • 53. Roadblocks! <ul><li>Lack of Continuous Integration </li></ul><ul><li>Lack of streamlined deployment procedures </li></ul><ul><li>Team interruptions </li></ul><ul><li>Maintaining architectural integrity </li></ul>
    • 54.  
    • 55.  
    • 56.  
    • 57.  
    • 58. Apocrypha is getting good reviews
    • 59. Questions ? <ul><li>? </li></ul>
    • 60. The Agile Planning Onion
    • 61. The Agile Enterprise Big Picture
    • 62. The Agile Enterprise Big Picture © Leffingwell LLC. - Inspired by collaboration; Leffingwell LLC & Symbian Software Ltd.
    • 63. The Agile Enterprise Big Picture © Leffingwell LLC. - Inspired by collaboration; Leffingwell LLC & Symbian Software Ltd.
    • 64. The Agile Enterprise Big Picture © Leffingwell LLC. - Inspired by collaboration; Leffingwell LLC & Symbian Software Ltd.
    • 65. The Agile Enterprise Big Picture © Leffingwell LLC. - Inspired by collaboration; Leffingwell LLC & Symbian Software Ltd.
    • 66. The CCP Release Train CONFIDENTIAL TO CCP HF PROJECT-X : HELIOS RELEASE -1 JULY 28th WoD: Year 1 R5 JULY 17th EVE Online: Rubicon RELEASE -1 AGUST 18th PROJECT-X : HELIOS RELEASE -2 SEPT 29th EVE Online: Rubicon RELEASE -2 NOV 11th WoD: Year 1 R6 OCT 30th
    • 67. Literature <ul><li>Scaling Software Agility: Best Practices for Large Enterprises </li></ul><ul><li>Scaling Lean & Agile Development: Thinking and Organizational Tools for Large-Scale Scrum </li></ul>
    • 68. Tools
    • 69. Tools
    • 70.  
    • 71.  
    • 72.  
    • 73.  
    • 74.  
    • 75. Defect Tracking
    • 76. Defect Tracking

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