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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.
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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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
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