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Introducing Scrum At Large Animal Games: A Look Back at the First Year of Agile Development
[NY-based developer Large Animal (Rocketbowl, Snapshot Adventures) switched to the Scrum method of agile development last year, 'sprinting' to complete individual game elements - here's just how it went.]
Large Animal Games has been in business in New
York City since January 2001. For the first several
years, Large Animal developed games using informal, homegrown software
development methods. "We did a lot of experimentation," says Wade
Tinney, co-founder of Large Animal.
To track project schedules, for example,
teams at Large Animal tried using MS Excel, MS Project, FogBugz, and even tried
different visualizations of the project schedule using Adobe Illustrator and
Visio.
Despite success with some of their practices, teams at
Large Animal were still looking for improvements. Some of the things they tried
had worked in theory, but felt forced. It was hard to motivate all team members
to stick to some of these processes.
More critically, Large Animal was finding
it difficult to grow, since a set of key team members were needed in certain
roles on every project. While these key team members added a lot of value, they
were a bottleneck limiting the number of projects that Large Animal could have
running simultaneously.
In early 2006, Large Animal discovered agile development
(and Scrum more specifically) and began incorporating some of the techniques into
its project teams. Encouraged by the discussions about agile development at GDC
2006, Large Animal started holding company-wide meetings every morning.
As Wade
describes it, "At first we had each person in the company talk about what
they were working on. Over time we changed the format of the morning meeting so
that the order that people spoke was grouped by project. As we added more
people, we started having one person from each team report to the group."
Aside from this daily company stand-up, teams were still
operating as they had been. The transition to a more complete implementation of
Scrum started with a low risk pilot project that had a flexible time line. This
project team would have their stand-up meeting, with a Scrum board, during the
company-wide morning meeting.
This gave everyone an opportunity to observe, ask
questions and comment on the process, which helped spread knowledge of Scrum
throughout the company and helped share learning between teams when additional
agile projects were started.
Today, all active projects at Large Animal use Scrum. The
rest of this article describes some of the key successes achieved at Large
Animal and some of the challenges that remain.
The article assumes that readers
have a basic understanding of agile development and of Scrum in particular. For
those readers who need a refresher on the fundamentals, Rory McGuire's Gamasutra article,
Paper Burns: Game Design with Agile Methodologies, is a good resource.
The Impact of Scrum on the Organization
Even before adopting Scrum, project teams at Large Animal
had always possessed some traits of agile development:
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Software developed iteratively
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Planning driven by bottom-up estimates
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Comfort with the inevitability that "the
plan" will change
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Team-focused organization (around products)
This core culture at Large Animal helped smooth the
transition to more formal agile techniques. Embracing agile development has
impacted many aspects of Large Animal, enabling them to grow and develop as a
company and to strengthen their relationships with publishers and other
partners.
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Comments
I think the only downside to the way we use the method is that sprint planning meetings tend to last the entire day. We have been experimenting with spreading planning meetings throughout the week, but it's difficult and a development point.
Very interesting article as exaple of agile in games. I have something to think about.
Since we get a lot of the stories thought through during these meetings, our sprint planning meetings last about an hour and a half.
The best thing I've seen is to estimate with a probability function instead of a single value. Ask people to give 50% and 80% confidence values. This will give room for "I'm not sure, if all goes well it could be 1 day, if things don't align it could be 2 weeks". You then take the confidence ranges and use those to put buffers into the schedule. It worked really well the one time I got to use it.
At Flying Lab, we used the Critical Chain methodology for a couple of years. It is primarily used in manufacturing and we found that it could not scale as our team grew to 70+ people with hundreds of tasks in a milestone. I replaced it with a very lightweight version of scrum that worked well for our project.
Great article, very similar to our end state at Perpetual.
We had a scrum team with 12 people (11 pigs, 1 chicken) just recently, with a mix of artists and developers. We found it useful to split the morning standup scrum for the whole team into two consecutive scrums, with key individuals on both. This kept the scrums short which is important for maintaining focus but still allowed any blocking factors between staff to be resolved.
@Scrum From the Trenches
"Scrum & XP From the Trenches" is a brilliant read, and can be downloaded from the authors website for free.
http://www.crisp.se/henrik.kniberg/ScrumAndXpFromTheTrenches.pdf
http://www.nakliyatankara.com
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