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
This is a story about how effective vision for change can be made collaboratively †among leaders. †The practices used are documented in my recently released book (coauthored with Grant Shonkwiler):
Gear Up! Advanced Game Development Practices
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 donít mean the same thing and the difference is important for game development teams.
Clinton Keith's Comments
[Blog - 04/18/2017 - 10:42]
Well written article. Thanks r ...
Well written article. Thanks r n r nThere are many articles and books written about using various business facing metrics for agile teams. Most go wrong when applied. One of the main reasons for this actually has a name: The Hawthorne Effect r nhttps://en.wikipedia.org/wiki/Hawthorne effect r n r nwhere the ...
[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]
Wenceslao this is quite common. ...
Wenceslao this is quite common. I wouldn 't classify it as design debt, but perhaps a late decision debt which is more unique to game development when stakeholders make changes that not only waste work content, code , but results in rework e.g. rebuilding levels, etc . This rework leads ...
[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 ...