scrum essentials for game teams - clinton keith•scrum is a simple framework •this workshop is a...
TRANSCRIPT
Clinton Keith
Presented by
Scrum Essentials for Game Teams
We’ll be moving seats
before we start this
morning, so don’t unpack
yet! Scott Crabtree
© 2008–2012 Clinton Keith
Clinton Keith
© 2008–2012 Clinton Keith
Today• Scrum is a simple framework
• This workshop is a broad overview of using Scrum for game development
• Broadband, interactive communication for learning, as compared to narrow-band, scalable techniques such as books
• Through exercises, discussion, and lecture you will learn how to solve problems in a Scrum-like manner
• I’ll give you a link to these slides at the end
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© 2008–2012 Clinton Keith
Today
• Lunch 12-2
• Break 4-4:30
• Too many people to stop to answer questions
© 2008–2012 Clinton Keith
0"
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0" 1" 2" 3" 4" 5" 6" 7" 8"
Points'
Time'
Your burndown
© 2008–2012 Clinton Keith
Agile & Scrum Overview
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% "
Fun"
Kno
wn
Time
WaterfallAtari/Nintendo
Design
E3 Demo
Preproduction
Production
Alpha/BetaNot fun yet?
Finding the fun first
The “Cone of Uncertainty”
Traditional vs. agile planning
Start Goal
End
Plan directed work
IterativePlanning
Plans are nothing. Planning is everything.
Dwight Eisenhower
Individuals and interactions
Process and Tools
Working game
Customer collaboration
Responding to change
Design documentation
Contract negotiation
Following a plan
over
over
over
over
The Agile Manifesto (for game development)We are uncovering better ways of developing games by doing it and helping others do it. Through this work we have come to value:
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© 2008–2012 Clinton Keith
Scrum
© 2008–2012 Clinton Keith
Sprint2-4 weekTime-box
ProductOwner
Developers
ScrumMasterScrum Daily Scrum
Sprint planning Sprint
review
Sprintbacklog Improved
Game
Sprintgoal
SwimFly
Crouch
Jump
Productbacklog
© 2008–2012 Clinton Keith
Scrum
Developers
ScrumMaster
RetrospectiveRetrospective actions /
Experiments
ProductOwner
Sprint reviewProduct backlog
Improvedgame
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ReleasesSp
rint
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Release
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0
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Release
© 2008–2012 Clinton Keith
Large-Scale Games
Rel
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Green Light
PreProduction Production Alpha
Beta
© 2008–2012 Clinton Keith
SprintRelease
Priority
High
Low
Future Releases
Value
Cost
Risk
Knowledge
The Product Backlog IcebergProductOwner
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Scrum Roles
© 2008–2012 Clinton Keith
•Form teams of 10 people•The goal is pass a tennis ball around the group as fast as possible
•Each person must own the ball•Ownership means it’s touching your hand and nothing else
•The first person to own the ball must be the last person owning it
•One person measures and writes down the time, but doesn’t have to pass the ball
Pass the ball #1 30 sec#2 28 sec#3 25 sec...
© 2008–2012 Clinton Keith
Scrum roles
Scrum Team
ProductOwner
Developers
ScrumMaster
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Product Owner Duties
•Maintains the product backlog•Conveys a shared vision•Represents the customers and shareholders
•Participates in all Scrum ceremonies•Accepts or rejects sprint results•Guides releases, not sprints
© 2008–2012 Clinton Keith
The ScrumMaster Duties
•Remove impediments•Ensures all Scrum artifacts exist•Facilitates Scrum ceremonies•Support and guide the PO role•Coaches the team on process
© 2008–2012 Clinton Keith
Doing the right thing, the right way
Rightthing
Right wayWrong way
Wrongthing
Unsustainable wins
Enduring success
Fast Failure
Slow Failure
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The Team Duties
•Plans the sprint backlog•Does everything necessary to achieve sprint goal
•Removes most impediments•Manages the sprint backlog
© 2008–2012 Clinton Keith
Sprints,part 1
© 2008–2012 Clinton Keith
Build for 15 minutes
Demonstrate to another group for 2
minutes
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Sprints• Scrum projects make progress
in a series of sprints
• During the sprint, the team does
• Animation
• Coding
• Testing
• Level design
• and so on
• After each sprint, game can be played / demoed
This is thesprint
© 2008–2012 Clinton Keith
Always deliver
• You must have a potentially demoable / playable game at the end of each sprint
• Do not miss the end of the sprint
• The deadline is sacred
• Functionality may vary
© 2008–2012 Clinton Keith
Reciprocal commitmentsThe team commits to delivering some amount of functionality
The business commits to leave priorities alone during the sprint
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Sprint length• Most common lengths:
• 2-weeks, 4-weeks, 1 month
• You can change your sprint length, but not every sprint
• How long the business can go without changing its mind• Amount of uncertainty on the project• Ability to reliably predict effort on tasks four weeks out• The overhead of iterating• Pick a length that spreads intensity appropriately
Factors to consider...
© 2008–2012 Clinton Keith
Done over timeConcept
Prototype
Playable
Polish
Sprint
Performance
Magazine demoRelease
Pass full QA Ship
© 2008–2012 Clinton Keith
Sprints,part 2
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Scrum meetings
Spri
nt R
etro
spec
tive
Daily Scrums Spri
nt R
evie
w M
eetin
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lann
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Mee
ting
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Mee
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• Body Text with a bullet and set to proper indents
© 2008–2012 Clinton Keith
Sprint planning meeting• Team selects items from the product backlog they
can commit to completing
• Sprint backlog is created• Tasks are identified and each is estimated (1-16 hours)
• Collaboratively, not done alone by the ScrumMaster
• Very high-level design is considered
As a player I want punches, reactions and blocks synchronized, so that fighting looks natural and realistic
Create close punch animations (12 hours)Tune attack percentage in AI (4)Remap controls so attacks are on free buttons (4)Tune block and reaction animations to be same length (2)
© 2008–2012 Clinton Keith
Sprint backlog
Create close punch animations (12 hours)Tune attack percentage in AI (4)Remap controls so attacks are on free buttons (4)Tune block and reaction animations to be same length (2)
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Task boards
As a user, I... 8 points
Story To DoIn
ProcessTo
Verify DoneCode the... 9
Code the... 2
Test the... 8
As a user, I...5 points
Code the... 8
Code the... 4Code the...
6
Code the... 4
Test the... 8
Code the... 8
Code the...MC 4
Test the...SC 8
Code the...DC 8
Test the...SC 8
Test the...MC 8
Code the...LC 8
Test the...SC 4
Test the... 8
Code the... 8
Test the... 4
Test the... 8
© 2008–2012 Clinton Keith
Burndown Charts• Primary method of tracking progress
• A burndown chart shows how much work is left as of various dates
0
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400
600
800
1,000
4/29
/02
5/6/
02
5/13
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5/20
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5/24
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© 2008–2012 Clinton Keith
The Daily Scrum• Parameters
• Daily
• 15-minutes
• Stand-up
• Helps avoid other unnecessary meetings
What did you do yesterday?1
What will you do today?2
Is anything in your way?3
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The Sprint Review
• Team presents what it accomplished during the sprint
• Typically takes the form of a demo of new features or underlying architecture
• Informal• 2-hour prep time rule
• No slides
• Whole team participates
• Invite the world
© 2008–2012 Clinton Keith
Sprint Retrospective
• Periodically take a look at what is and is not working
• Typically 15–30 minutes
• Done after every sprint
• Whole team participates
• ScrumMaster
• Product owner
• Team
• Possibly customers and others
Start doing
Stop doing
Continue doing
© 2008–2012 Clinton Keith
Family Board Game
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Vision
For families with children 6-18, KnowItAll is a board game that only takes 5 minutes to play. KnowItAll allows families to play in a collaborative way and discover things about each other, unlike other board games, which create competition and non-collaborative behavior.
© 2008–2012 Clinton Keith
• Choose a ScrumMaster & Product Owner
• Discuss project vision, initial backlog & resources
• Prioritize the backlog
• Plan a sprint
• Sprint!
• Review and revise backlog
• Retrospective
Steps
Until we run out of time
© 2008–2012 Clinton Keith
Rules5 minute sprints
(using the supplies)
Planning occurs before sprints (take as long as you want)
Must meet the definition of done for sprints and release
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Definition of Done
Prototype Sprint
Stand-alone demo Release
© 2008–2012 Clinton Keith
• Scissors
• Glue sticks
• Colored card stock (some with hexagons)
• Markers
• Colored index cards
• Dice
• Poker chips
• Miscellaneous craft supplies
Resources
© 2008–2012 Clinton Keith
Conclusion
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Apprentice• 3-12 months• Daily Scrums• Iterations• Roles• “Done”
Journeyman• 12-24 months• Faster integrations• Better testing• Release planning
Master• Never ends• Self organization• 100% customization
The Roadmap
Continual improvement
© 2008–2012 Clinton Keith
Further reading
© 2008–2012 Clinton Keith
Training/Certification Paths
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© 2008–2012 Clinton Keith
Clinton [email protected]
www.ClintonKeith.com
@ClintonKeith
Slides:
www.ClintonKeith.com/GDC12SE.pdf
Scott CrabtreeScott@ www.HappyBrainScience.com
www.HappyBrainScience.com
@ScottCrab
Contact Scott for slides
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