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Agile for game_development
 

Agile for game_development

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Agile for Game Development

Agile for Game Development
because white knuckle delivery is not fun

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  • Why Agile? That’s why we are gather here…Rhythm – In agile rhythm is everythingGame development – There are a few specifics that apply to agile in a game development contextTeam – a few slides on who does whatAgile planning – a short exercise on planningRubber… meet road – the flavors of agile in our world, the studioNext steps – what happens after these few hours we spend together
  • Story – is a lighter form of a requirement but stated in a way that everyone can understand. It has a basic syntax or form that focuses on who, what and why.Plan – planning is key to agile but mostly in the short range sense. Long term planning is what feeds the project it’s stories. The project focuses on a plan that delivers value early and often to narrow the “expectation gap”. The expectation gap happens when the stakeholder of a product has expects something that is not what is delivered – closing the gap is key reducing effort what is NOT needed.Sprint – a short range plan that selects the most important stories for delivery in a release.Story point – is a relative estimate of effort to complete a story... Humans are generally bad at absolute estimation exact things but they are pretty good a “relative” estimation.Task – is the work needed to complete a story, there can and usually is more that one task per story. Tasks are usually estimated using hours – absolute estimation by consensus (group thinking). However, it is after all and estimate and if things go south then the estimate is updated to hours remaining.
  • Agile – visit http://agilemanifesto.org/ for the details… looking at from out perspective it’s a focus on quality and to anticipate change as opposed to react to itScrum – it’s origins are from Rugby… a brief huddle to determine a plan (daily) and allow for adjustments to be madeLean – Agile is a general process. For some areas, like content creation for game development, the stages and tasks are fairly well defined. Lean attempts to marry this with a typical agile engineering process. Retrospective – Helps to improve process and to clean up the funk!
  • Life wasted or lean machine?Life wasted – ever create a set of art only to find that at some point while you were working the “focus” of the project changed… wasted time.Lean machine – find yourself waiting on another artist, sound guy, engineer for something… too much fat.
  • Time for a 5 minute musical interlude…
  • A few examples… some with value, some not so much.The first one: a story we can implement? Not reallyThe second one: some basic functionality that every game should have, maybe too generalThe third one: a specific game feature, getting closerThe forth one: about the same level as the previous, closer againThe point here is that stories are like requirements – if they are vague, non-specific and wide open to interpretation the end product will be too.Good stories are a key driver to a successful project – regardless of the process.
  • Let’s break the second story down to take a closer look at the syntax of a story.
  • Okay, now a quick run at a task breakdown for the story. Can these be hour estimated? I think so but the quality of the estimate will more than likely be too vague.
  • Drill down to another level… say buttons and symbols.Now we have a quantity of buttons and symbols… better task hour estimates are probably found here.A quick survey:How long does it take to create content for a dynamic button?Static:With animation:How long does it take to create a symbol?Static:With animation:In this case since we, as a group, have made slot games before the jump from the story to the tasking was easier. I would almost say that this can apply to any game with buttons and symbols. So imagine, getting lean on this part of the game content creation process and having more time to work on new content that will set the game apart from others.
  • So, what happens when a story is too vague – turn to the product owner for guidance.
  • My Uncle Bob Martin always says, “Planning is a good thing, taken in moderation.” Getting into the agile rhythm is where the plans are executed.
  • Everyone on the team does this in less than 15 minutes. Do the math, 7 person team minus 1 minute for overhead and that’s 2 minutes per person.Key to this:Summarize yesterday – I finished x,y,zTask for today – I’m working on x,yBriefly state the blocking condition – communicate the details later on (or before and have a plan ready)Do this to avoid rat holes and keep the meeting short.Oh, and show up on time. Those who are late need to put a $1 in the tip jar.Do this everyday for the life of the sprint…There is a bit of accounting that has to happen before or right after the meeting so the project manager and product owner can measure progress… more on that later.
  • What happens at the end of the sprint?A demo – to the team, product owner and interested stakeholdersHere is where the anyone has input with regard to the quality of the content in the demo. Pass acceptance tests?Visually appealing?Fun to play?Sounds good?So, does a demo sound like too much effort for an every few weeks event? At first blush the answer may be yes. However, take this situation into consideration: A stakeholder (VP, product manager, etc.) gets wind of this great new game the studio is working on and wants a demo. In the current environment a mad scramble ensues, assets need to be located, the engineer has to build the game and put on hardware, meetings are scheduled, etc. Sounds like a fairly large disruption to me. Even bigger if source control and CI are not being used by the team. A better answer is: okay we have a demo scheduled on Friday (end of sprint) come on by OR have the last demo up and running and send out and open invitation. The team keeps working and the show and tell is a minor bump in the sprint.

Agile for game_development Agile for game_development Presentation Transcript

  • Agile for Game Development
    because white knuckle delivery is not fun
  • Overview
    Why Agile?
    Rhythm
    Game development
    Team
  • Terminology
    A storydescribes a capability that adds value to the product
    A team plans a sprint using stories as input
    A sprintis the time period in which the plan is executed
    A story pointis a relative estimate of effort of a story
    A taskis work that is done to complete a story
  • Terminology
    Agile is a lightweight process, to produce a quality product, that accommodates change
    Scrumis an agile story driven process that delivers value at the of each sprint
    Leanin game development formalizes the phases of content production in and around scrum
    Retrospectivean end of sprint activity by the team to determine how well things are going
  • Synonyms
    Daily Scrum: Stand-Up
    Story: User Story, Feature
    Sprint: Iteration (but not the in the waterfall sense)
    Stack Order: Priority
    Story Points: Feature Points
    Retrospective: post-mortem
  • Why Agile?
    to smooth out the development pipeline
  • themes
    stories
    planning
    stages
    releases
    epics
  • Exploration
    Production
  • It’s not me, it’s you
    Agile is not…
    A silver bullet
    Guaranteed on-time delivery
    Culture change
    Dysfunction junction
    FUD
    Endless development
    Management fad
    Pass/Fail
    Meeting Hell
  • Tikl time
  • Planning
  • Stacking wilds
    animated symbols
    20 symbols
    5x5 100 lines
    I want my game features!
    buttons
    top glass
    meters
    movies
  • User Story
    As a <type of user>
    I want <some goal>
    so that <some reason>
  • Let me tell you a story...
    As a player I want games to be fun so that I can win lots of money
    As a player I want to bet on a game in order to play it
    As a player I want stacked wilds in a game because visual anticipation is exciting to me
    As a player I want to view the see pays screen in order to understand the game odds
  • Are you tasking that story?
    Take a look at the story: As a player I want to bet on a game in order to play it
    Breakdown:
    player: user type
    bet on a game: goal
    play it: reason
  • Are you tasking that story?
    Task breakdown - for art
    Button
    Symbols
    Reels & pay lines
    Meters: bet, credit & win
  • Are you tasking that story?
    Button
    10 bet buttons
    1 bet max
    1 repeat bet
    Symbols
    10 static
    2 animating
    Is a task for each button appropriate?
    Was this story written with an appropriate level of detail?
  • What you don’t know
    Product Owner role
    will clarify the content of a story
    will prioritize stories in order of what should be done first
    will serve as the interface to product management, stakeholders, etc.
    make decisions
    keep the team fed and happy - or at least caffeinated
  • Rhythm
    In a sprint rhythm is everything
  • Scrum
    Questions:
    What did I do yesterday?
    What am I doing today?
    Any impediments to progress?
    The majority of the sprint is dedicated to these questions
  • For my final trick
    Can I get a witness?
    Always show your work at the end of the sprint
    Product owner, stakeholders, team, etc.
    No, that’s not quite right
    Expectations change over time
    Stories/tasks for the next iteration
  • In retrospect
    That felt good, but next time...
    Team discusses the Good, the Bad and the Ugly
    Keep the Good
    Action plan to improve the Bad
    The Ugly is usually rolls uphill (and back down again)
  • Process Review
    Always Demo!
    Game Demo
  • Tikl time
  • Game Development
  • Game Development
    Finding fun
    Expecting a delivery
    “need it for the show”
    Stage this
    Concept
    Pre-production
    Production
    User Alpha, Beta
  • Game Development
    Release me
    Releases enable “review early and often” habit
    You are in debt
    A release demo combined with sprint retrospective will help free the project of creative debt
    Certainly lean
    Lean game development augments scrum with stages
    Time in a box
    Timeboxing is a lean technique to facilitate creative work on a time budget (task hours)
  • Series of Releases
    Stories
  • Team
  • Scrum Personas
    direction
    process
    monitor
    work happens here
  • Team
    Scrum is not team building
    You are what you eat
    Play the release, look and feel right?
    Four points inward
    Cross-discipline, self-managing, self-organizing, mentoring
    Distributed fragmentation
    Build in Las Vegas, ship from Reno
  • Review
    Why Agile?
    Scrum
    Planning
    Game Development on Scrum
  • Credits
    Sound Credit: Mixtikl by Intermorphic
    Art Credit: 365 Strange Attractors by Joe Chavez