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Features
  Scrum and Long Term Project Planning for Video Games
by Clinton Keith
9 comments
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December 18, 2007 Article Start Previous Page 2 of 5 Next
 

Scrum With Schedules

How well can Scrum teams work with customers who require schedules? It depends on the customer. If the customer demands a schedule high level of detail over the course of the project and will not tolerate variation from that demand, then the Scrum team will be less effective.

Some of the Scrum practices, such as the daily stand-up meetings to address impediments, and the regular delivery of a working game, will still help. However the team and product will not see some of the major benefits of Scrum. These benefits include the improved productivity of teams who take a level of ownership in their work and the improved dialog between the team and customers on the emerging game.

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One major benefit gained from transitioning from deterministic schedules to iterative planning cycles is that the customers assume more control over the schedule and budget by manipulating the scope. This is done by continually prioritizing the list of features that they want in the game (called the product backlog) based on what value is emerging from the real game. The team delivers these features on a regular basis.

If the customer decides that the features built up are sufficient for the money spent or if the fixed delivery date demands, then the team can move over to building the production assets and completing the game. The benefit of this approach is that features of less importance to the game are abandoned before a great deal of effort is spent on them. This is in contrast to having the schedule or budget force the decision to cut key features that might be 90% complete.

Schedules often don't predict many of the problems which slow down development and don't prioritize the work based on value. Instead they try to optimize the resources to work in parallel and define when everything will complete at the same time. In reality, these parallel efforts rarely stay in pace with one another and the cross-dependencies can slow the entire effort down. This leads to team death marches and critical features being cut in order to meet a delivery date.

Clinton Keith is the CTO for High Moon Studios, located in Carlsbad, CA.

Pure Iteration is Nothing New

People refer to agile as a "management fad", but nothing is new about the practices agile wraps. Iterative and incremental development was the dominant way games were developed early on.

Dave Theurer, the legendary designer of Missile Command and Tempest, describes the highly iterative process for making arcade games in the '80s and how that changed:

"Pick an idea. Write up a game proposal. Get it OK'd by management. Take a couple weeks to bring up a playable simple version. Management reviews that and OKs it or axes it. If OK'd, continue with the whole game. Regular reviews by management to make sure still fun. Kill [the game] if not. Then field test and focus groups. Read collection reports. If makes big bucks, you're in there with a winner, and finish it up. Otherwise kill it or [make] big changes and keep going. That was a big problem later on at Atari: they forgot how to kill projects that weren't fun, and would let them go on forever."

I experienced the iterative planning cycle in the mid 90's working at Angel Studios, which was a member of the Nintendo Ultra 64 Dream Team. Nintendo would discuss a game idea with us and ask us to "find the fun". They'd give us enough money to operate for three months and then come back at the end of that time to see what we found (occasionally Miyamoto would visit). Usually we discussed the results and the high level direction for the next three months. Occasionally, if we couldn't "find the fun", the game would be canceled and an entirely new game would be started.

 

 
Article Start Previous Page 2 of 5 Next
 
Comments

Anonymous
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As far as I have seen and read about agile technologies, especially scrum, I would say that it may be useful for projects that last for couple of months and teams big cca. 10 people. Producing casual games or j2me maybe. Making games for next gen consoles, I do not think so.
Scrum may be ideal for web development company which releases versions of their web applications frequently. I can not imagine how should anyone produce a game which production lasts for 2 years and there are 50 people involved in the game making.

Anonymous
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We been using it here for a few years on AAA games. The overall game design, technical designs, and rough schedule of tasks are completed up front. Each team runs their own sprints. We have bi-weekly demos within the studio and monthly executive reviews. The product owners always have a game to play, and historically have always been impressed (or at least satisfied) with the growth of the project between sprints. It seems to help the bosses feel more secure than other methods, since they get frequent polished updates.

Anonymous
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Too often developers subscribe to a methodology like Scrum as an alternative to solving team problems. Its easier to use How-To guide to project management then creatively assessing the situation, and intuitively building up your own methodology that best fits the team, studio and project.

Anonymous
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I've used Scrum several times outside the game industry where it generally worked very well. I didn't use it inside the game industry until just a few months ago. We are not using Scrum company-wide or with a "customer". Instead, a few departments are using Scrum on a smaller scale just for planning and assigning tasks.

So far, I like the method. At first it felt like we were losing time to daily Scrum meetings and a sprint planning meeting every few weeks. But during the daily meetings, it very quickly becomes clear when a task is too large, a task is taking more time than expected, an individual has too much work (or isn't performing well for whatever reason), how much time outside projects take from our main project, etc. The daily meetings are also a good time to share knowledge and find out when there's a bottleneck in each task (interdependent tasks, waiting for a particular script function, waiting for art resources, etc). Just being able to look at a single board and see the state of the whole project, the tasks currently in progress, who is working on each task, your own place in the grand scheme, and several "next sprint" tasks if you finish early has been helpful.

Anonymous
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"Too often developers subscribe to a methodology like Scrum as an alternative to solving team
problems. Its easier to use How-To guide to project management then creatively assessing the
situation, and intuitively building up your own methodology that best fits the team, studio and
project."

Scrum is not a how-to guide. It's a framework for "building your own methodology that best fits your team, studio and project".

Don't pass judgment on something you haven't tried.

Anonymous
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" Anonymous 18 Dec 2007 at 10:40 am PST
We been using it here for a few years on AAA games. The overall game design, technical designs, and
rough schedule of tasks are completed up front...."

I am happy to hear that. To be honest i am tired of heavy-weight development technologies which can sometimes become so bureaucratic and impersonal. And on the other hand game development should be fun. I really wish that agile ones will find their place in the industry soon.
...
I would also like to know how the work is coordinated in different teams since you run sprints in teams only.

Anonymous from the first post :)

Jean-Philippe Lafortune
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Anonymous from the first post isn't completely wrong. It is commonly used in casual game or short development (ie: 6 months). I didn't know about Scrum until 2 weeks ago but as a Manager I have been producing games this way. In a 6 month dev, there is a short period between each steps or milestones and communication with the customers are crucial. After RFP is accepted, project starts. Submission of Detailed (not so detailed) Schedule and Design Document should occur 2 weeks after project starts. We then submitted playable prototype1 two-three weeks later, prototype2 and 3 soon after so we agree on gameplay and fun factor. Next thing you know your half way through the project. You finalize the visuals and its already alpha release. We didn't meet on a daily basis but on Mondays and Fridays with a casual Wednesday lunch with all team members.

Now I know big studios whose using Agile method on starting AAA project and I'd really like to test it out on a large scale. It the only way to get your client involved in the choice of feature to be develop according to reality-certainty as opposed to uncertainty of long term planning.

I just wander how can Agile solve the problem of cascading projects and efficient resource assignments. I can picture a new project to be started with this methodology but what about the second one that's starting the very week after the first one when you have a team of over 50 people that you need to assign to something constructive?

Cheers,

Bingaloo Pravanati
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Anonymous from first post is wrong in the sense that Scrum can absolutely be used by big teams on "next-gen" projects. High Moon studios - the article's author's studio - is a good example of this.

Clinton Keith
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There are a large number of big, AAA projects using Scrum. The most recently released one (AFAIK) is Mass Effect.


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