Clinton Keith's Blog
Clinton Keith is an independent agile coach and Certified Scrum Trainer with 15 years of video game development experience. Clinton introduced the game industry to Scrum in 2003 and Lean/Kanban in 2006. He has coached teams at many studios. He is the author of "Agile Game Development with Scrum". His website is www.ClintonKeith.com
Early in my career, I'd been the victim and inflictor of extended crunch (death marches). I'm a slow learner, but eventually found many of the root causes and solutions to avoid it.
Great teams (productive, fun, small, autonomous), often happen by chance and are highlights of any career. How can more great teams be fostered and supported? This is one point of view.
Feature Boards often work better than Task Boards for game teams using agile.
It seems this common, controversial phrase has widely different meanings out there.
The words accountability and responsibility are used interchangeably, but they don’t mean the same thing and the difference is important for game development teams.
Can a studio’s culture, or personality, be measured? Having some simple metrics of a studio’s culture might be a useful starting place to discuss its strengths and weaknesses internally. This article poses the question of whether this is possible.
Clinton Keith's Comments
[Blog - 10/18/2016 - 09:17]
Brilliant article As a longtime ...
Brilliant article As a longtime FPS player, I do miss the slower pace and larger levels the shooters had circa 2000. Faster paced small levels and modern tech into shooters hasnt improved them IMO.
[Blog - 10/19/2016 - 10:02]
Great points. I 've seen ...
Great points. I 've seen these issues first hand as well. r n r n Either nobody on the team thought not allowing skipping of cutscenes is a bad player experience on mobile . r n r nThis broke my internal English compiler
[Blog - 10/03/2016 - 05:25]
[Blog - 04/22/2016 - 03:39]
Scott, r n r nThose ...
Scott, r n r nThose are great symptoms, but I 'm not sure they are root causes. r n r nI 've seen both of these lead to crunch in more traditional approaches where this was late integration, testing and optimization phases in development, but I have no idea if ...
[Blog - 04/18/2016 - 01:18]
I wish it were that ...
I wish it were that simple, because the proof exists that extended crunch kills productivity: r nhttp://www.igda.org/ page crunchsixlessons r n r nNote that this article was written over 10 years ago and that the studies referenced are over a century old. r n r nEnforced, extended crunch comes from ...
[Blog - 03/15/2016 - 03:20]
My basic rule is to ...
My basic rule is to plan what you know the simple or complicated and iterate on what you don 't complex . I think that 's what he 's saying here as well he mentioned Cynefin, which every good project manager should know . r n r nYes, it would ...