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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 3 of 6 Next
 

The Impact of Scrum on Project Teams

At this point, all of the project teams at Large Animal are using Scrum. Teams continue to experiment with different specific techniques and, as a result, end up doing things slightly differently from one another. However, there are some important common components.

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From a high-level product planning perspective, Scrum masters (at Large Animal, producers fill the Scrum master role) use a product backlog board to lay out all of the user stories that haven't been completed and aren't in the current sprint. Each of these stories is written on an index card.

On the product backlog board, a member of the product owner team (usually a senior game designer, with input from a member of the publisher team) will arrange the user stories in priority order. The priority reflects the relative value of the story/feature within the final game. With stories arranged on the board this way, the team can approximate what work future sprints will likely contain and can project a release date for the game.

This exercise is useful for identifying red flags early, such as when the projected release date is two months past the milestone date agreed to in the contract with a publisher, or when a chain of dependencies is laid out that identifies a series of work that should be prioritized higher than it currently is.

(It should be noted that while the product backlog board is an important tool for reducing the long-term risk to a project, it is not used to commit a project team to a predetermined plan. The team only makes a commitment to complete those stories that they pull into a sprint.)

These high-level planning techniques are most effective after pre-production. During pre-production, the product backlog is still incomplete and it is extremely difficult to make schedule predictions that are accurate or useful.

Realizing the benefits of being able to react and plan against something built versus something that only exists as an idea, teams are Large Animal are trying to shorten the pre-production phase of projects and get into the production sprint cycle as soon as possible.

When the team moves a user story from the product backlog into a sprint, they physically move the card that describes the user story from the product backlog board to the sprint board. When this happens, the story is broken down into tasks that need to be completed in order to fully implement, test, and deploy the story into the game.

Teams at Large Animal find it useful to break stories into tasks as a team so that every team member can give their perspective on the work that needs to be completed to wholly realize the story. Each task is represented on its own index card and pinned to the sprint board.

The movement of the task card across the board marks the lifecycle of that task. As the task card moves it stays horizontally aligned with the story card that it belongs to. By arranging the cards on the board this way, team members can easily see their progress by looking at how the tasks of a story are placed across the board.

The sprint board is organized into columns: 'Story', 'To Do', 'In Process', 'Verify', and 'Done'. At the beginning of the sprint, the stories that will be completed during the sprint are laid out vertically in the 'Story' column.

Once tasks are generated for each story, they are pinned to the board in the 'To Do' column, next to the story that they describe. When a team member starts work on a task, they move the task card from the 'To Do' column into the 'In Process' column. Once work on the task is complete, the team member can move the task card into the 'Verify' column.

By moving the task into the 'Verify' column, the team member is indicating that they have completed the task and that they have tested their work. For most tasks for most teams at Large Animal, testing a task at this stage is an informal manual process. For a task to move from the 'Verify' column into the 'Done' column, it needs to be tested by a team member different than the one who originally completed the task.

 
Article Start Previous Page 3 of 6 Next
 
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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