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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 5 of 6 Next
 

Over this first year of using Scrum on projects, the teams at Large Animal have learned some valuable lessons and developed some unique enhancements to the Scrum process.

These tips and techniques have helped make the process more fun, humorous, and motivating:

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  • Approach stories as a team. The basic idea here is to get team members to work on the same story at the same time during the sprint. If an artist, musician, and programmer all need to complete tasks to finish a story, try to have them all complete their parts to the same story at the same time rather than working on different parts of different stories.

    Many benefits can be derived by working this way: individual efficiency and productivity increases since there is less time spent switching between activities and less time waiting on team members to complete dependant tasks in the story, issue resolution is more effective since the entire team will be focused on completing a story at the same time, and the risk of encountering an unpleasant surprise late in the sprint is reduced.
  • The 'no excuses' late box. As described earlier in this article, there are many points throughout a sprint where the team needs to come together. To help promote timely attendance to these discussions and limit the amount of time wasted by waiting for team members to show up, some teams have implemented a 'no excuses' late box. Team members who show up late to a team discussion are required to put a dollar in the late box. Proceeds from the tardy box can be used to help fund a morning breakfast get-together or another team building activity.
  • Punctual Scrum contest. Similar to the 'no excuses' late box, the punctual Scrum contest was implemented at a company-wide level at Large Animal to help teams start the day (with their daily stand-up meeting) on the right foot. Held over the course of a month, the contest gives points to project teams that start their daily stand-up meeting on time at 9:35AM and have all team members in attendance.

    The team(s) with the most points at the end of the month are awarded a team dinner out at a restaurant. In an otherwise relatively relaxed and informal company environment, the leads found that full participation in the daily stand-up was important enough to team productivity that it was worth creating this incentive to encourage team members.
  • Using a calendar for the product backlog board. Some teams have found it useful to lay the product backlog board out on an actual calendar. With the calendar laid out, it is sometimes easier to think through schedule projections and what-if scenarios.
  • Question mark card in the planning poker deck. Some teams found that it was more straightforward to use a "?" card during planning poker on a story that was not adequately defined than to simply use a high value card.
  • Bag of life. Prior to creation of the "?" card, a team member who felt that they didn't know enough about a story to give it an estimate might have used a high value card. This sometimes had the effect of causing a panic attack in another team member. Hence the need for the bag of life (a simple brown paper lunch bag) to help with hyperventilation. While the introduction of the "?" card has reduced the need for the bag of life, teams still keep one around just in case.
  • Good conduct medals. As an additional incentive for positive team behaviors, some teams have created a set of humorous good conduct medals to recognize team members who demonstrate admirable performance.

    Some examples include the Medal of Merit, awarded for completing all tasks during two consecutive sprints, the Bronze Verification Medal, awarded for getting all tasks during a sprint verified, and the Burndown Cross, awarded for keeping the burndown chart up to date each day during two consecutive sprints. More than simply recognition in word, these teams have designed actual medals that can be printed out and displayed by those worthy enough to earn them.
 
Article Start Previous Page 5 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

ozgur tan
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