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Clinton Keith's Blog   Expert Blogs


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


Expert Blogs

Posted by Clinton Keith on Mon, 07 Apr 2014 05:50:00 EDT in Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
Feature Boards often work better than Task Boards for game teams using agile.

Posted by Clinton Keith on Thu, 01 Dec 2011 10:59:00 EST in Design
It seems this common, controversial phrase has widely different meanings out there.

Posted by Clinton Keith on Tue, 30 Aug 2011 01:02:00 EDT in Production
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.

Posted by Clinton Keith on Thu, 18 Aug 2011 04:44:00 EDT in Business/Marketing
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.

Posted by Clinton Keith on Thu, 11 Aug 2011 02:45:00 EDT in Production
There is a lot of talk about the visionary for a game, the person who creates and guide the vision through development. Who is the visionary and what do they need to do to make their vision come to life? I’ve been a project manager…not a product visiona

Posted by Clinton Keith on Mon, 06 Jun 2011 06:32:00 EDT in Production
Why agile iterations (or Scrum sprints) should look a bit more like getting a build of your game ready for E3....without all the crunch, crowds and crazy parties (well...maybe just not the crunch and crowds).

Clinton Keith's Comments

Comment In: [Blog - 04/19/2014 - 12:34]

Hi Harvard, r n r ...

Hi Harvard, r n r nI was unclear in my point. The 25 refers to the percentage of sprints where not all the work items planned for in the start of the sprint are finished. I expect 100 of all work items done in 75 of the sprints, and one ...

Comment In: [Blog - 04/09/2014 - 10:22]

Some great people there that ...

Some great people there that I 've worked with. They were doing it right and having a good time. What a shame.

Comment In: [Blog - 04/10/2014 - 06:52]

Double Helix Games has some ...

Double Helix Games has some great talent. A smart move by Amazon.

Comment In: [Blog - 04/11/2014 - 02:34]

Good read. r n r ...

Good read. r n r nWe adopted some patterns similar to what Joel Spolsky described for his company r n r n plus the links .

Comment In: [Blog - 04/14/2014 - 10:56]

Samuel John, r n r ...

Samuel John, r n r nGreat article Lot 's of good information and recommendations. Kudos for referencing Reinertsen r n r nOf the reasons why product backlogs balloon, dependency resolution touches on one of the main effects I see. Teams adopting agile often bring a bias that more planning can ...

Comment In: [Blog - 04/07/2014 - 02:20]

Love this: r n r ...

Love this: r n r n Also, looking back, here 's a tidbit I learned about myself during prototyping: feeling overwhelmed leads to demotivation. Demotivation leads to stagnation/distraction/facebook. Working mostly in solitude makes this worse: the sense of a shared investment that comes from teamwork is replaced with an echo-chamber ...