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Testing at this stage still tends to be manual, but is
more likely to be based on a written test case or a quick discussion during the
morning stand-up meeting (see below). When a task is 'Done' it usually means
that the task is complete, tested, and the resulting implementation has been
included in a working build of the game.
Teams at Large Animal recognize that
there is room to improve the level of rigor with which quality is built into
their games, and adopting a more disciplined approach to test driven
development and integrating other XP techniques is one of their future goals. The
sprint board shows how work during a sprint is tracked, but does not describe
how the team works together to actually complete that work.
Teams at Large
Animal typically use the following meetings to structure the collaboration and
development that happens during the course of a sprint (the sprint preparation
meeting and the mid-sprint meeting vary somewhat from team to team but are
included here to give a complete picture of the types of interactions that take
place during the sprint):
- Sprint
preparation meeting. Held a day before sprint planning. The preparation
meeting is a time set aside for the team to get familiar with stories that have
been added to the product backlog during the previous sprint and to assign
story point estimates to those stories (via planning poker).
Once new stories
have been estimated and before the planning meeting for the next sprint, the
product owner will prioritize the new stories on the product backlog board. Not
all teams use this meeting. Some teams combine the sprint preparation meeting
with the sprint retrospective meeting.
-
Sprint
planning meeting. Held on the first day of a sprint. The team identifies
which stories from the product backlog it will commit to completing over the
course of the new sprint during the sprint planning meeting. For each story
that the team pulls off of the product backlog into the new sprint, the team
breaks the story down into tasks that are each given more specific time
estimates (in hours).
The time estimates on story tasks help the team ensure
that they are not over committing. Teams can easily add up the estimated number
of hours needed to complete all tasks during the sprint and compare that number
to the number of hours available in the sprint.
-
Stand-up
meeting. A 15 to 20 minute discussion held daily at 9:35AM during which the team updates their progress and
ensures that all team members are in synch at least once a day. For most teams,
updates to the sprint board are reserved for the stand-up meeting. Moving cards
on the board only during the stand-up meeting ensures that everyone on the team
is explicitly aware of each move.
Completion
of the sprint backlog is the collective commitment of the entire team and the
stand-up meeting allows each team member to have a clear picture of whether or
not they are on track to fulfill that commitment. In addition to the sprint
board, a burn down chart is also an effective tool teams use to visually
illustrate their progress through the sprint (see Henrik Kniberg's Scrum and XP
from the Trenches for more information on burn down charts).
-
Mid-sprint
meeting. Held halfway through the sprint. The purpose of the mid-sprint
meeting is to serve as an explicit checkpoint to ensure that the team is on
track to completing their commitment. The team also uses the mid-sprint meeting
to review the implementation of user stories with the product owner (the
publisher or other customer representative). If any issues are identified, the
team has an opportunity to make adjustments before the end of the sprint. Not all
teams use this meeting, particularly not teams using short (one week) sprints.
-
Sprint
review meeting. Held at the end of the sprint. The review meeting is an
opportunity for the team to show the publisher/customer a working build of the
game that includes implementation of the new user stories.
The teams at Large
Animal place great importance on the sprint review as an opportunity to
validate and challenge the direction in which the game is developing. The
sprint review is structured as a formal presentation of the latest build of the
game. In addition to the publisher/customer, everyone from the company is
invited to attend the review and provide feedback.
-
Sprint
retrospective meeting. Held at the end of the sprint. The retrospective
(a.k.a. the postmortem) is a time for the team to reflect on what worked well
during the recently completed sprint and what could be improved. The intention
being that the team takes what it learns from every sprint and applies it
towards improving the way they work together and improving the way that future
sprints are executed.
Many of the process innovations developed at Large Animal
originally came from ideas generated in retrospective meetings. Some teams
combine the sprint retrospective meeting with the sprint preparation meeting.
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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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