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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 5 of 5
 

Problems to Avoid When Introducing Scrum to Customers

When you give visibility and control of the feature set to the customers, there are some problems that you should watch out for.

  • The customer who doesn't always know what they want.
    As Spider-Man's uncle said: "with great power comes great responsibility". You are giving unprecedented power to the customer with Scrum. Not all customers know what to do with this new power. Make sure that the customer understands that every decision has an effect on the entire project. A pet feature that is being prioritized over other features will result in a more worthy feature being dropped later in the project. Scrum allows you to focus test early. Do that with the customer and see if your true customer really enjoys the game or not.
  • Customers who don't always agree with one another.
    Sometimes the customer that shows up at the Sprint planning sessions isn't the one you really need there. They may not share the vision of the rest of the customers and they might give the team feedback that can send the product off into areas that the other customers do not want it to go.

Scrum's solution to these problems is embedded in the "Product Owner" (PO) role. This is the person who has the final say over all customers' input. This role is difficult to assign to one person on either the publisher or studio side.

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A Product Owner from the publisher may not know enough details of development to properly prioritize some of the work that the team needs to do. A studio PO can be more responsive for all the customers that want to know about the vision for the game. This role is closer to a Project Director role than a traditional Scrum PO role. A studio PO can lack sufficient authority to override all of the customers, however.

Problems to Avoid as a Scrum Project Customer

If you are a customer of the game (especially on the publishing side), there are things you need to do differently from traditionally run projects to avoid problems specific to agile:

  • Avoid the "too many parts on the floor" warning signs.
    You and the team may agree on a vision for the game, but don't count too much on the future of that vision. Avoid excessive parallel development of multiple features where possible. If you find yourself saying "all these new things are great to see, and they'll be fun when they all come together in the future", then you may be planning too far ahead. You should expect some loose ends every Sprint, but you should also see the game getting more fun as well. Not every Sprint will be an improvement, but most should be. If the game continues to be iterated with problems that remain unsolved or parts that are not being assembled to make "more fun", then you need to demand that the team address these. This is your responsibility as a customer for an agile team. You can even request that they spend a Sprint just assembling the parts together.
  • Don't replace a document with a plan in your head.
    Scrum is not a tool for you to micromanage a team. It clearly divides team ownership from the product ownership. As a customer you have to balance your vision of the game with the results that are being produced every Sprint. If your vision for the game is not panning out with the game that's actually emerging, it's time to ask yourself some tough questions about your vision.
  • Being too distant or uncommitted.
    Customers need to participate in regular reviews of progress and iteration planning. It is not merely beneficial, but necessary, to the team's success. If you are too distant or have not committed to the regular cadence of the review and planning cycle of agile, then don't assume you are going to be pleased with the game when you finally see it months later. The team and customers rarely share the same vision of the game from the start. By understanding and influencing the small steps of the project, you remain committed to where the project is heading. If you cannot make regular trips to see the game, have the studio PO visit you. Receiving just the build is usually not enough. If the team is too far to send someone regularly, try to get them on a conference call with the latest build running at both locations and discuss the game.
  • Communicating a vision for the game.
    Communicating the product vision within the team is hard enough. Communicating it between customer and team is even harder. As the customer for the product, you need to communicate about the goals for the project. This involves a clear understanding with the marketing team and every other stakeholder on the customer side and the team as well. If you don't do this you allow the team and the studio PO to define priorities different from your own. This may result in the development of a game you did not plan for. You also risk having the team retrace missteps, and waste time and money.

If the barriers for all the customers to regularly review and plan is too great, then there needs to be a single customer whose responsibility it is to represent them. As with the "studio PO", this "customer PO" can be the conduit for all the others. This role is closer to the traditional Scrum PO. With these two roles, the customer PO and the studio PO communicate on a frequent basis about the game and the backlog. The customer PO may have the last say on rare disagreements of priority between the two, but they should share a common vision.

Agile is About Continuous Planning and Change

Planning and Scrum are not incompatible, but the particulars of when to plan and how much to plan at once change quite a bit when switching to Scrum. Publishers and developers cannot replace detailed plans and schedules with anything but frequent communication.

Long term agile planning has been greatly enhanced by the practices that Mike Cohn has introduced in his book Agile Estimating and Planning, and in the courses he provides through Mountain Goat Software. These practices give teams additional tools to apply in predicting how much work can be done further out in the future, while still allowing an agile project to introduce change.

The bottom line is that Scrum is a set of principles and practices that can support great teams making great games. The practices are meant to be adjusted to the team, customer and product where it is being used. The team and customers should get used to iterating on how they work together in the same way they iterate on the game. It can take years to achieve the full benefits of Scrum, but you should start seeing some benefits right away.

 
Article Start Previous Page 5 of 5
 
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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