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Introducing Scrum At Large Animal Games: A Look Back at the First Year of Agile Development
 
 
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Features
  Introducing Scrum At Large Animal Games: A Look Back at the First Year of Agile Development
by Bliksem Tobey
11 comments
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May 29, 2008 Article Start Previous Page 2 of 6 Next
 

In its infancy, Large Animal was driven primarily by the talents and direction of a few key individuals. This arrangement worked while the company was still small and the number of projects was limited. As Large Animal grew, however, its ability to take on additional projects and still deliver at the same level of quality was constrained by the time availability of those key individuals.

Through the adoption of Scrum, the focus on quality that was previously dependent on a few individuals has been redistributed to the project teams. With some of the principle tenets of agile development coming into play, the team is incentivized to continuously produce working software that is focused on the highest priority user stories/features.

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Large Animal has found that teams that are practicing agile need less guidance from senior designers and developers, thus allowing those people to direct a larger number of teams. As a result, Large Animal has been able to almost double the number of active project teams. More significantly, they have opened a new offsite development location in Atlanta, Georgia, a move that the founders would not have previously been comfortable with.

The level of interaction between senior designers (or senior artists or senior programmers) at Large Animal and project teams is partly driven by the skilled experience the designers possess, and it is partly a matter of trust. When the team is properly focused on the quality of user experience in a game and can deliver demonstrable builds at regular intervals, the senior designer does not need to be as involved on a day to day basis.

The agile development approach is good at defining a sandbox with certain boundaries within which a team can work. If the team strays off track, the iterative build-review process highlights where course corrections are needed long before the project is threatened.

Trust is also an important factor in the relationships Large Animal has with publishers and other partners. Take the experience on one of the Large Animal agile project teams as an example. On this project the publisher, as part of the product owner team, was involved in sprint reviews on a regular basis. The level of visibility that the publisher had into the progress of the team was extremely high.

This insight into what the project team was doing made negotiations with the publisher about the schedule impact of changes they had requested much easier.

From the publisher's perspective, the transparency of the development process and the progress of the team raised trust in Large Animal and lowered the perceived risk of the project. By reviewing a working build every sprint, the publisher had significantly more opportunities to impact change during the course of development than they had on previous projects.

"We take time to describe the development methodology to publishers even if they don't fully understand agile. I think it's comforting for them to know that we are not haphazardly building games, but that we are following best practices which were developed over many years and which are being used by many other organizations."

Wade also says that he's seen benefits of agile teams when it comes to the milestone contract structure. "The agile principle of continuously delivering working software means that milestone builds are never a surprise to the publisher. By the time we get to a milestone, the publisher has already seen working builds at regular and frequent intervals leading up to that point, and they've been invited to comment at each checkpoint. As a result, there is less pressure on the milestone and the milestone becomes more of a formality."

Project estimation at the start of a project is still challenging, but having a clear framework has made this part of the negotiation much easier. "We've been able to set the expectation that the milestone dates are not fully known or accurate, but with the reassurance that we have a clearly defined sandbox in which to work. The key thing is that we're not just saying, 'it'll be done when it's done'."

Wade also notes that release planning (projecting forward based on historical team velocity) has helped highlight issues early in a project and allows him and the other producers to adjust course before a situation becomes critical.

 
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Comments

Arseny Lebedev
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When I started here I had never heard of this method. The Scrum process is definitely rewarding and a good way to get everyone on the team involved. I also like it because it increases project transparency.

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.

Piotr Zygadlo
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When reading about Scrum in game companies, I'm always interested if they had ever tried another approach. If they tried to learn other metodology. Because here I see just "we tried to use different tools, but we choose to use this metodology".

Very interesting article as exaple of agile in games. I have something to think about.

Tyler Thompson
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At Flagship Studios, we do our sprint preparation meetings throughout the last week of a sprint to prepare for the next sprint. We limit them to a one hour per meeting at the end of the day. We usually have about three or four of these meetings per sprint.
Since we get a lot of the stories thought through during these meetings, our sprint planning meetings last about an hour and a half.

Raoul Duke
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@Time estimation.

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.

Seth Spaulding
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Has anyone found that there is a limit to the size of morning meetings beyond which the meetings become ineffective? If so, how do you break them up?

John Tynes
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Piotr:

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.

Jobe Lloyd
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I transitioned our team to Scrum from a pretty standard "waterfall" approach at Perpetual, the result was very successful. I think the reduction in excessive BUFD alone made the process a win for us, but there were so many other benefits.

Great article, very similar to our end state at Perpetual.

Cameron Royal
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@Seth Spaulding

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

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