Hands	
  on	
  Execu-on	
  
Experiences	
  and	
  Prac-cal	
  Tools	
  to	
  
Execute	
  on	
  Time	
  
	
  
Perspec-ves	
  and	
  biases	
  
•  Working	
  agile	
  
•  Fast	
  to	
  market	
  
•  MVP	
  /	
  MLP	
  	
  
•  Learn	
  and	
  adapt	
  
•  Analysis	
  and	
  design	
  before	
  produc-on	
  
•  Most	
  recent	
  years:	
  F2P	
  and	
  mobile	
  
Being	
  personal	
  
•  Present	
  
•  Open	
  
•  Honest	
  
•  Sets	
  a	
  direc-on	
  
•  Takes	
  decisions	
  
•  Communicates!	
  
Scope	
  
Business	
  Value	
  is	
  everything!	
  	
  
– Not	
  just	
  about	
  execu-ng,	
  but	
  execu-ng	
  the	
  right	
  
things!	
  
Management	
  responsibility	
  
	
  
Customer	
  pain	
  
– What	
  is	
  value	
  in	
  Games?	
  
– What	
  is	
  value	
  in	
  Apps?	
  
Basics	
  
•  Management/Product	
  Owner	
  responsibility	
  
– Crea-ng	
  and	
  grooming	
  a	
  backlog	
  of	
  issues	
  
– User	
  and	
  Business	
  centered	
  
– SeRng	
  priority	
  
•  Priority	
  is	
  about	
  crea-ng	
  the	
  most	
  valuable	
  things	
  first!	
  
•  What	
  is	
  value?	
  
Business	
  Value	
  +	
  User	
  Value/Time	
  to	
  Produce=	
  VALUE	
  
Backlog	
  example	
  
Communica-on!	
  
•  PO	
  should	
  be	
  available	
  for	
  the	
  team	
  
•  All	
  changes	
  should	
  be	
  communicated	
  back	
  
from	
  team	
  to	
  PO	
  
•  PO	
  should	
  communicate	
  with	
  the	
  whole	
  
organisa-on/stakeholders	
  (not	
  a	
  1	
  man	
  army!)	
  
•  PO	
  should	
  be	
  no	
  rogue!	
  Scrum	
  master	
  is	
  the	
  
point	
  of	
  entry	
  to	
  the	
  team	
  (avoid	
  confusion!)	
  
 
	
  
Be8er	
  processes	
  +	
  be8er	
  priori;es	
  
=	
  	
  
Be8er	
  product	
  and	
  be8er	
  mone;za;on	
  
Some	
  personal	
  experiences,	
  p1	
  
•  Working	
  agile’ish,	
  why?	
  	
  
– Using	
  the	
  tools	
  that	
  work	
  for	
  you	
  
•  Es-ma-ons	
  rather	
  than	
  story	
  points	
  
–  Who	
  in	
  here	
  works	
  with	
  agile	
  elements	
  in	
  the	
  produc-on?	
  
»  Who	
  uses	
  story	
  points?	
  
•  Sprints:	
  	
  
–  Prototyping:	
  1	
  week	
  
–  Mobile:	
  2	
  weeks	
  
–  Larger	
  produc-ons:	
  3-­‐4	
  weeks	
  
	
  
Some	
  personal	
  experiences,	
  p2	
  
•  FLOW!	
  
•  Keep	
  the	
  sprint	
  length,	
  cut	
  things	
  out	
  in	
  a	
  
sprint	
  and	
  have	
  a	
  working	
  version	
  (e.g.	
  On	
  
Fridays)	
  
•  Rythm:	
  Plan,	
  produce,	
  build,	
  reflect!	
  
•  Clear	
  responsibili-es:	
  Team,	
  Scrum	
  master,	
  PO	
  
I’m	
  here	
  to	
  help	
  
	
  
	
  
	
  
Jeppe	
  Kilberg	
  Møller	
  
Games,	
  Strategy	
  and	
  Execu-on	
  
jeppe@kilbergmedia.com	
  
Phone:	
  +	
  45	
  30	
  25	
  63	
  00	
  

Growing games - hands on execution

  • 1.
    Hands  on  Execu-on   Experiences  and  Prac-cal  Tools  to   Execute  on  Time    
  • 4.
    Perspec-ves  and  biases   •  Working  agile   •  Fast  to  market   •  MVP  /  MLP     •  Learn  and  adapt   •  Analysis  and  design  before  produc-on   •  Most  recent  years:  F2P  and  mobile  
  • 5.
    Being  personal   • Present   •  Open   •  Honest   •  Sets  a  direc-on   •  Takes  decisions   •  Communicates!  
  • 6.
    Scope   Business  Value  is  everything!     – Not  just  about  execu-ng,  but  execu-ng  the  right   things!   Management  responsibility     Customer  pain   – What  is  value  in  Games?   – What  is  value  in  Apps?  
  • 8.
  • 10.
    •  Management/Product  Owner  responsibility   – Crea-ng  and  grooming  a  backlog  of  issues   – User  and  Business  centered   – SeRng  priority   •  Priority  is  about  crea-ng  the  most  valuable  things  first!   •  What  is  value?   Business  Value  +  User  Value/Time  to  Produce=  VALUE  
  • 11.
  • 12.
    Communica-on!   •  PO  should  be  available  for  the  team   •  All  changes  should  be  communicated  back   from  team  to  PO   •  PO  should  communicate  with  the  whole   organisa-on/stakeholders  (not  a  1  man  army!)   •  PO  should  be  no  rogue!  Scrum  master  is  the   point  of  entry  to  the  team  (avoid  confusion!)  
  • 15.
        Be8er  processes  +  be8er  priori;es   =     Be8er  product  and  be8er  mone;za;on  
  • 17.
    Some  personal  experiences,  p1   •  Working  agile’ish,  why?     – Using  the  tools  that  work  for  you   •  Es-ma-ons  rather  than  story  points   –  Who  in  here  works  with  agile  elements  in  the  produc-on?   »  Who  uses  story  points?   •  Sprints:     –  Prototyping:  1  week   –  Mobile:  2  weeks   –  Larger  produc-ons:  3-­‐4  weeks    
  • 18.
    Some  personal  experiences,  p2   •  FLOW!   •  Keep  the  sprint  length,  cut  things  out  in  a   sprint  and  have  a  working  version  (e.g.  On   Fridays)   •  Rythm:  Plan,  produce,  build,  reflect!   •  Clear  responsibili-es:  Team,  Scrum  master,  PO  
  • 19.
    I’m  here  to  help         Jeppe  Kilberg  Møller   Games,  Strategy  and  Execu-on   jeppe@kilbergmedia.com   Phone:  +  45  30  25  63  00