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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 6 of 6
 

Open Questions

This studio's journey into the world of agile software development has not been completely intuitive. There are a number of questions and issues that they are still struggling with.

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  • How to write a good user story. Philosophically, user stories are a perfect way to connect the day to day effort of the team back to its benefit for the player. Often, it's very easy to imagine what a player might want to see in the game (i.e. "I want to see cool particle effects whenever I do something good with my character.").

    In other cases, however, there is work that does not fit neatly into the user story format. These are things that no user would ever ask for directly, and are only connected to a user benefit in a very roundabout way.

    Toward the end of a project in particular, as the team is dealing with lots of highly focused pieces of work, it can sometimes reduce the clarity of the Scrum board to state all stories in terms of the over-arching benefit to the user. Teams at Large Animal have found that as a project enters the final third of its development that many user stories end up looking more like more like "super tasks" that encompass a smaller set of sub tasks.
  • Stories, tasks, or bugs. Prior to adopting agile, Large Animal was in the habit of using FogBugz as both a task and bug tracking tool. While this tool lacks the visibility of Scrum, it is very effective at helping to manage large numbers of detailed bug reports and reduces the chance that bugs fall through the cracks, especially on days where a build is undergoing heavy testing and revision before going out the door.

    Unfortunately, there is often considerable overlap with work that is more loosely specified on the Scrum board and would be dealt with during the verification process. As a result, there is sometimes confusion about which tool to use to track an issue.
  • Time estimation. There's just no getting around the fact that it's really difficult to accurately estimate how much time it will take to come up with the right solution to a problem, whether it be in code, gameplay, or UI design. While agile methods have done much to make development more comfortable and predictable at Large Animal, estimating the time needed to complete a task is an ongoing challenge.

One team uses a four-week calendar board like this to sequence user stories within a sprint.

Closing

As you can see, the teams at Large Animal have taken the basic principles of Scrum and applied it to their projects in a way that suits their needs. Whenever necessary, they've filled in the gaps with homegrown techniques.

Even though they are still wrestling with certain issues, the agile framework has served to keep these problems visible and gives the team regular opportunities to discuss solutions.

This is the most important lesson that the Large Animal team has learned from agile; that they need to keep thinking creatively about how they work together and continuously try to improve their process. This mindset is the key to high performing, self-organizing teams.

 
Article Start Previous Page 6 of 6
 
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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