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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 4 of 5 Next
 

Uncertainty in Schedules

One of the problems with long term schedules is that they try to plan away uncertainty. Uncertainty can take many forms, but generally falls into three categories:

  1. Uncertainty in what you are building.
    The exact specifications of what makes a fun, hit game are impossible to document and schedule. "Finding the fun" includes many iterations and experimentation.
  2. Uncertainty in technology.
    Game developers face a rapidly changing technology base with products that require major innovation. Many games have been delayed or cancelled because the predictions of what the new technology could achieve or how long it would take to be implemented were usually optimistic or uncertain.
  3. Uncertainty with the developers.
    Given the same design document and schedule, two different teams will have entirely different results and levels of success. People aren't cogs in a machine. Teams gel differently and talent is highly variable.

Agile methodologies were created for use in cycles of product development that have a high level of uncertainty. Uncertainty increases the further out you try to predict the future, or the larger the task you are trying to estimate (see Figure 1).

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The benefit of agile is in iterating on short-term, detailed estimates of short tasks. Agile limits the detail of planning to the matching of certainty and priority. When we have a lot of uncertainty in high priority features, we break them down into smaller parts that fit into an iteration. This way we can continually refine the estimates for the whole to be increasingly accurate.

Figure 1

As mentioned earlier, game projects are often divided into pre-production and production. If you want certainty in production schedules you need to address the three areas of uncertainty during pre-production. This has to be the goal of pre-production and the measure of when pre-production is complete. Ideally pre-production will demonstrate a certain percentage of all asset types combined in a shippable demo version of the game that demonstrates the final fun factor, performance and resources required to build the remainder of the game.

Iterative Pre-Production Followed by Detailed Production Schedules

Some Scrum adopters in the game industry have adopted an iterative approach to pre-production followed by a detailed production schedule. This is effective, but it does not mean that all the benefits and practices of agile should be dropped when the team enters production. The principles of agile can still help in production.

How Can Agile Help a Production Schedule?

There are benefits of agile that can be employed to help the team and the customers refine the production schedule:

  • Iterative production estimates even in pre-production.
    Sprints deliver working software with potentially shippable assets. The team can use the empirical information of the true cost of producing these assets to refine their estimates of making all of the remaining assets of the same type. For example, if the schedule anticipates nine months of production, the team should start verifying that schedule 18+ months in advance of shipping. You don't want to discover that you really need 12 months of production when all you have left is 9.
  • A production schedule is just a prediction. It needs refinement.
    Once a schedule for production is in place it should be treated like a prediction given the facts at the time it was created. This prediction should be continually examined and refined. The team should find ways to reduce the cost of production while improving the quality of the assets. More time freed up from production can be dedicated to polishing and tuning during post-production.

 
Article Start Previous Page 4 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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