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Scrum and Long Term Project Planning for Video Games
 
 
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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 3 of 5 Next
 

Rolling Milestone Schedules

Most publishers acknowledge the problems with trying to create detailed schedules and plans. As a result, many development contracts these days acknowledge this by having a rolling level of detail for future milestones.

An example of this would be a contract that specifies a high level of detail for the next milestone with the level of detail dropping for milestones that are further out. As the project progresses, upcoming milestone details are fleshed out with more detailed promises of what the team hopes to deliver.

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These "Rolling Milestone Schedules" start to look a lot more like the Sprint cycles in a traditional Scrum project. They still offer little room for the backlog to change within a milestone/release cycle, but the team can grow the amount of change the customer is comfortable with by growing their level of trust and confidence with the practices.

Introducing Change to the Customers

In order to allow more change to occur during the milestone, a development team has to address the relationship with their customers, especially the publisher. Let's start by looking at how publishers often view their external developers. There are a number of tacit assumptions that can exist on the publisher side:

  • We have to have detailed schedules so that the developers will work hard and we'll get our money's worth out of them.
  • The only control we have over the developers after the contract is signed is the milestone payment, so we have to get all our details for the game in up front.
  • Because the developers can't afford to miss milestone payments they are not open to our change requests during development, so we need to get all of our requests into the design documents.

This does not foster a very collaborative working relationship between the publisher and the developer and it's not going to change overnight. The customer and developer need to build trust slowly. Fortunately, the principles and practices of Scrum are designed to build trust. For example, at the end of every Sprint there is a Sprint Review where the team and the customers can play the latest version of the game and influence the priority of the work that can be done during the next Sprint. If the customers attend these reviews they will see a number of benefits:

  • Improved velocity of progress every Sprint.
  • Regular working versions of the game they can play.
  • The ability to offer suggestions and feedback that is taken seriously by the team and affects the next Sprint demo they will see.
  • Artifacts in the form of the task-boards and burndown charts that demonstrate daily progress.

While you may take away some of the sense of security of the customer without detailed schedules, you give working versions of the game on a frequent basis that demonstrate -- not predict -- progress. This should help them retain their sense of security.

The largest benefit to the customers is an increased level of productivity and flexibility. As the team improves its velocity, it should have some slack built in to add things that the publisher might want to see added or improved in the period of a few weeks. This benefit can become the biggest selling feature for Scrum and encourage the customers to allow more slack in the immediate milestone definition for even more change. Once the cycle of feedback and adoption/demonstration of changes is established, then trust grows.

Handling Production Debt with Scrum

One of the main differences with game teams using Scrum is that we don't release a "potentially shippable version of the game" every Sprint. The reason for this is that games must ship with around 10 hours of gameplay. This requires a great deal of production assets to be created and tuned.

Since production assets are highly dependent on game mechanics and technology, most of these final assets are not created until we know exactly what the game needs. As a result, game teams using Scrum still divide their projects into two phases: pre-production and production. This avoids wasting a lot or time and effort producing the wrong assets too early.

The production of a minimum number of hours of content is a major constraint on how iterative and flexible long term planning can be on a game development project using Scrum. Game projects are often faced with a 12+ month production "debt" of work to do and a fixed shipping date based on holidays or movie release dates. The combination of these two often leads to the demand for long, detailed schedules.

 
Article Start Previous Page 3 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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