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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.
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.
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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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