Agile Game Development

Similar documents
Beyond Scrum. Thursday, April 1, Clinton Keith Consulting

Foundations of Interactive Game Design

Vision. Jimmy Janlén, 2015, Crisp Jimmy Janlén, 2015, Crisp Jimmy Janlén, 2015, Crisp. Alignment

Vision. Jimmy Janlén, 2015, Crisp Jimmy Janlén, 2015, Crisp Jimmy Janlén, 2015, Crisp. Alignment

Vision. Jimmy Janlén, 2015, Crisp Jimmy Janlén, 2015, Crisp Jimmy Janlén, 2015, Crisp. Alignment

Individual Test Item Specifications

Agile Product Planning

Transitioning From Linear to Open World Design with Sunset Overdrive. Liz England Designer at Insomniac Games

UX CAPSTONE USER EXPERIENCE + DEVELOPMENT PROCESS

Game Production: the production process

Lessons Learned Building Games with Health Impact. Bradley Tanner, MD HealthImpact.studio Chapel Hill, NC

Business Driven Software Development. Why the Focus on the Team is an Impediment to Agile

"Plans are nothing; planning is everything" - Dwight D. Eisenhower

Prof Manjula R 1, Chakradhar Raju M 2, Sai Chand M 3 Computer Science Department, VIT University

Course Overview; Development Process

Game Designers. Understanding Design Computing and Cognition (DECO1006)

Agile game development and fun

Exploring the value of emerging technology in the lean enterprise

Emergent s Gamebryo. Casey Brandt. Technical Account Manager Emergent Game Technologies. Game Tech 2009

Agile Non-Agile. Previously on Software Engineering

Innovative Experiences that evolves your Business

DreamCatcher Agile Studio: Product Brochure

Guideline. Planning Poker A planning poker guideline

CS 354R: Computer Game Technology

Radhika.B 1, S.Nikila 2, Manjula.R 3 1 Final Year Student, SCOPE, VIT University, Vellore. IJRASET: All Rights are Reserved

Course Overview; Development Process

Sparking a New Economy. Canada s Advanced Manufacturing Supercluster

Agile game development with scrum. Agile game development with scrum.zip

Course Overview; Development Process

PROJECT MANAGEMENT. CSC404 Tutorial Slides

9am 12pm 3pm 6pm 9pm 12am 1am 9am 12pm 3pm 6pm 9pm 12am 3am 6am 9am. Balance Mechanics. Refactor SLEEP. Effects

Software Engineering Challenges in Game Development

UX RUNWAY THE TRIALS AND TRIBULATIONS OF UX IN AN AGILE ENVIRONMENT. Agile2014: Tuesday July 29, 2014 Natalie Warnert #agile2014

Shared Technology at Rare: Good and Bad. Tom Grove GDC 2007 San Francisco

Lean Enablers for Managing Engineering Programs

Gaming Development. Resources

PRODUCT DEVELOPMENT Family LINE OF. Product Live Ops

Course Overview; Development Process

Leveling-Up the Video Game Industry with Blockchains

Kevin Chan, Blue Tongue Entertainment

MITOCW watch?v=uxmpn92vgxs

Creating Agile Programs:

Why Will Digital Be Different?

SAULT COLLEGE OF APPLIED ARTS AND TECHNOLOGY SAULT STE. MARIE, ONTARIO COURSE OUTLINE

Media Resource Centre Guidelines Production Initiative Program (PIP)

Competition Manual. 11 th Annual Oregon Game Project Challenge

Area of Learning: APPLIED DESIGN, SKILLS, AND TECHNOLOGIES Media Design Grade 11 BIG IDEAS

Building Global Bridges The Benefits of Cross-Border Agile Game. Aðalsteinn Alli Óttarsson

Lean Startup: Experiment-Driven Product Development

VR/AR Concepts in Architecture And Available Tools

Ubi meets the students. May 22nd, 2013

SGD Simulation & Game Development Course Information

BSc.(Hons) Public Administration and Management. Examinations for / Semester 2

The Importance of Being Lean: Using Lean Principles and Tools to Improve Acquisitions Workflows

Content that shapes the future CLIENT GUIDE. Content that shapes the future CLIENT GUIDE WORKING WITH THE MODERN REEL

CompuScholar, Inc. Alignment to Utah Game Development Fundamentals 2 Standards

One-Year Conservatory in GAME DESIGN

Front Digital page Strategy and Leadership

MACHINE LEARNING Games and Beyond. Calvin Lin, NVIDIA

Audio Boot Camp: Introduction to Game Audio. Scott Selfon Development Lead, Microsoft Gamertag: Timmmmmay

TRANSFORMING DISRUPTIVE TECHNOLOGY INTO OPPORTUNITY INNOVATION AT THE EXECUTIVE AND BOARD LEVEL

AQA Level 3 Technical Level Entertainment Technology: Video Game Art and Mechanics

TRANSFORMING DISRUPTIVE TECHNOLOGY INTO OPPORTUNITY MARKET PLACE CHANGE & THE COOPERATIVE

An Agile Coach Choose Your Own Path Story

Olivier Deriviere, Composer, Music Producer John Kurlander, Recording and Mixing Engineer. Behind the Unique Interactive Soundtrack of the Future

The Culture of Agile Change. Session 1. Culture Shock!

Skylands Learning is your trusted learning advisor. That is our promise your trusted learning advisor. Four simple words.

Human Systems Integration (HSI) and DevOps

Standards Essays IX-1. What is Creativity?

Using Lean Startup Principles to Guide all Agile Adoptions For Management and Teams

Scott Klososky Phillip Seawright. Smart Cities: Risks & Real Opportunities

Introduction to adoption of lean canvas in software test architecture design

Role of the Product Owner And the Development of Minimal Marketable Features

Our different time phases on the DADIU semester was as following:

Technology Evaluation. David A. Berg Queen s University Kingston, ON November 28, 2017

Game Jam Survival Guide

Digital Built Britain David Philp Digital Built Britain (DBB): BIM Working Group

Indiana K-12 Computer Science Standards

Cultural Evolution Is the future in our own hands?

Microsoft Services. Mixed Reality: Helping manufacturers develop transformative customer solutions

Counterproductive Games

7 Sins of Scrum and other Agile Anti Patterns. Todd Little February

F u t u r e s i n i n t e r a c t i v e D i g i t a l M e D i a

A Field Guide to Exploring

For those who were Agile before Agile was cool: A tutorial. James O. Bjørnvig Coplien Nordija A/S

Circuit Programme Handbook

Lecture 9: Estimation and Prioritization" Project Planning"

Rags to Riches. Written by Allan JC Smith IV. Sample file. Art by Mitchell Nolte Layout by Craig Judd

Computer Science: Who Cares? Computer Science: It Matters. Computer Science: Disciplines

IMGD The Game Development Process: Game Development Timeline

Work -> Data -> Insight -> Action Let s Play Agile Coach! with Agile Metrics Case Studies

PASSENGER. Story of a convergent pipeline. Thomas Felix TG - Passenger Ubisoft Montréal. Pierre Blaizeau TWINE Ubisoft Montréal

Case Study ASK THE ARTISTS: THOMAS HEINRICH

revolutionizing Subhead Can Be Placed Here healthcare Anders Gronstedt, Ph.D., President, Gronstedt Group September 22, 2017

Artist Career Challenges & Goals From a AAA team to a Start-Up

MEDIA AND INFORMATION

A Digitisation Strategy for the University of Edinburgh

Sustainable Society Network+ Research Call

Game Production: game development

Object-Oriented Design

Transcription:

Agile Game Development Introducing agile to an industry Clinton Keith

Clinton Keith Agile c oach and tra iner 24 yea rs of dev elopm ence ent experi Avioni c underw s, autonomo u games ater robotics s, video 14 yea r experi s of project manag ence ement 7 year s develo of Scrum, X pment P experi and Lean ence 4 year s of Sc experi r ence um coachin g

Overview Applying agile to the video game industry A growing industry headed for trouble An agile solution? Questions at the end

The Agile Manifesto (for GD) People and communication over Process and Tools Working game over Design documentation Customer collaboration over Contract negotiation Responding to change over Following a plan

A Growing Industry Headed for Trouble

Spectacular Software Failures

Evolution of the Process I think of the evolution of our process occurring in three stages

The Good Old Days Tony Oliver

and it showed

Stage 1 - Hacking Small teams of 1-5 people Communication was not an issue Hardware was expensive, software cheap

How an 80s Game was made Proposal Sound Fun? Prototype Fun? Test Unit $? Success

Stage 2 Large scale hacking Team sizes 10-20 People More organization Requires visionary Many developers are still doing this

Stage 3 Waterfall to the rescue! Large design docs Excel MS Project Hierarchies & Producers Phased development Hard to kill after the first million $ The result

People Years to Develop Games '$!" '#!" '!!" &!" %!" $!" #!"!" '(&!" '(&)" '((!" '(()" #!!!" #!!)"

Costs are growing much faster %#" %!" $#" $!" *+,-"./0110+2,3" 4516,".70110+2,3" #"!" $&&'" %!!!" %!!(" %!!)"

VG Industry is at a cross-roads

Summary - The Problems The cost of making games is growing geometrically The failures are increasing The value to the consumer is dropping The working conditions for developers is decaying

An Agile Solution?

Adoption of Agile at High Moon

High Moon & Scrum

Not Quite Phase-less 100% 75% 50% Debug/Optimize Tune Asset Creation Code Planning 25% 0% PreProduction #1 PreProduction #2 PreProduction #3 Production #1 Production #2 Production #3 Production #4 Alpha/Beta

Adopting Scrum Challenges Large teams > 150 people Cross disciplined Artists Musicians Animators Designers Programmers Programmers thought it was logical Everyone else was emotional Besides, they didn t have XP either

Problems with Large Teams Ownership/Commitment 150 people can t feel as much ownership as 8 people The solution is to have the smaller teams have ownership of something What is that something and how do the teams organize? Three solutions tried:

Solution #1: Functional Teams Mechanics AI Animation Graphics Audio

Solution #2: Feature Teams Fighting Shooting Driving Squad AI Online

Solution #3: Core Team & Dedicated Function & Feature Teams Driving (Feature) Production (Function) Core (~30) Cinematics (Function) PS3 (Function) Online (Feature) Engine & Tools (Function)

A Hierarchy of Product Owners Game Product Owner Visionaries for global/ local products Functional Product Owner Feature Product Owner Feature Product Owner Functional Product Owner Functional Product Owner All members of their teams (pigs/ninjas) Game PO works with feature/functional product owners to establish vision and priorities for their teams

Pair Programming Pair programming is a continuous peer review. It supports: -Mentoring -Knowledge sharing -Consistent standards -Resource sharing Problem Complexity Pair Programmer Experience Don t Pair

XP Build Stability 95% Metric 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0%

Agile for Artists and Designers Real flow is more complex Specialists vs. generalists Done is variable There are no XP-like practices for artists and designers Content production costs are the highest

Collaboration takes center stage Motion capture technicians Designers Testers Producers Modelers Concept artists Scripters Texture artists Physics programmers Animation programmers Animators Composers

Production Costs Production Concept Low Rez High Rez Audio Tuning Preproduction Production Production

The problem using Scrum for production Scrum does not represent multi-step workflow transparently. End of sprint Model Rig Animate Audio pass Model Rig Animate Audio pass Team fails to achieve goal... all work-in-progress (WIP)

The problem using Scrum for production Cross-discipline teams cannot share the work evenly End of sprint Model Rig Model? Animate Audio pass Discipline pools can help, but they promote local optimization, which works against flow

If the work is repeatable... End of sprint Model Rig Animate Audio pass Done Audio pass Done Model Rig Animate WIP Animate Audio pass Done Model Rig WIP Rig Animate Audio pass Done Model WIP It should flow

Production Improvement with Agile A 56% improvement

Solving Two Problems Knowing done Reducing waste

Time-boxing Art A time-box is a fixed length of time given to produce results. The results are variable. When forced to work within a strict framework the imagination is taxed to its utmost-and will produce richest ideas. Given total freedom the work is likely to sprawl. -TS Eliot

Smaller Batches 16 weeks per level 7 zones x ~2.2 weeks

Waste in the Stream Concept & Outline Low Rez / Layout High Rez Audio Design Tune 12 concept art pieces per zone (handoff) Takes 2+ weeks Not 100% used Different department Stalls in the stream caused the most problems here

Kanban Concept & Outline Low Rez / Layout High Rez Audio Design Tune Concept and Outline Low Rez & Layout High Rez Audio Design Tune Billy Robert R.J Carlos Mike Charles Andrea Scott

Production Improvement with Agile 16 weeks per level to 7 x 1 weeks per zone = a 56% improvement

Product Challenges & the Future 2-3 year development cycles Can t iterate with real customers Reviewers drive much of market They are hard core gamers, not like the market. Opportunities to be more agile Online delivery of games Episodic content

Conclusion Scrum by the book is a great starting place Principles work Focus on applying agile to an industry rather than the other way around Examples are everywhere

Questions?