Thursday, April 1, 2010 1 Beyond Scrum

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 2 Clinton Keith - Background

Agile coach and Scrum trainer

24 years of development experience 14 years of game development experience 7 years of agile development experience in the game industry Introduced agile to the industry in March 2005

Thursday, April 1, 2010 3 Beyond Scrum

• Filling out the framework • Appling project management practices where needed • Using common sense, not dogma

No rules, just shared practices

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 4 Games Recently Shipped That Used Scrum

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 5 Game Development Challenge

• Manage • Fixed ship dates • Minimum required feature sets • Long project cycles with production • While avoiding crunch

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 6 Fixed Ship Dates

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 7 The Project Management Triangle

Scope Product Backlog

Schedule Cost (resources)

Velocity © 2010 Clinton Keith Consulting Thursday, April 1, 2010 8 Better & Cheaper & Faster

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 9 Velocity & Fixed Schedules

Brooks’s Law: Scope “Adding manpower to Goal a late software project makes it later” Deadline!Fred Brooks (1975)

Resources

Crunch, Extra people

Time © 2010 Clinton Keith Consulting Thursday, April 1, 2010 10 There are often scope limits

• Minimum marketable features • Cutting scope by 50% to meet a date may produce a product that won’t sell • Example: A Word Processor without a printing feature

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 11 Minimum Marketable Features = RISK + Fixed Schedule

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 12 Applying PM, Attacking Risk • Identify minimum marketable feature set • MuSCoW analysis • Identify critical paths • Example: Game running on the PS3 • Identify path risks • Example: Graphics throughput on the RSX • Prioritize work based on risk • E.g. Spike to demonstrate demo level on PS3 with maximum desired detail • Find and address bad news early • Example: Need to create lower resolution levels

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 13 High Value !"#$%&"'

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Progress

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 14 MuSCoW Analysis

Must Have

Should Have

Could Have

Won’t Have

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 15 Minimum Required Feature Set Must Haves

• Example: Console FPS • 8 + hours single-player campaign • Online multiplayer • XBox 360 • PS3

Dropping any of these means failure

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 16 Minimum Required Feature Set Should Haves

• Example: Console FPS • Cooperative Online Multiplayer

These add great value, but aren’t absolutely necessary

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 17 /97:8"'*8#;"&'

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© 2010 Clinton Keith Consulting Thursday, April 1, 2010 18 Backlog Prioritization

Value Cost

Risk Knowledge © 2010 Clinton Keith Consulting Thursday, April 1, 2010 19 Risk Prioritization

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 20 Critical Path

• The things that need to happen, in sequence. • Usually dependent on one another PS3 Critical Path

Development Engine Game Performance Multiplayer Environment Running Running

???

Subcontractor

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 21 Critical Chain Staffing

PS3 Single Player (6 people x 10 (20 people x 12 months) months)

Xbox 360 (4 people x 16 Multiplayer months) (12 people x 8 months) Cooperative MP (4 people x 6 months)

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 22 Putting it all together

• Have dedicated people/teams/time for each major feature • Have them work off their own backlog • Watch out for • Inconsistent progress • Great Multiplayer, bad single player • “Feels like” different experiences • Not enough sharing • Example: Multiplayer on the PS3

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 23 Production Risk

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 24 Agile is phase-less

Iteration Iteration Iteration

Design Design Design

Code Code Code

Create Assets Create Assets Create Assets

Debug & Tune Debug & Tune Debug & Tune

...is game development?

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 25 Not Quite

100%

Production 75% Development Design Concept

50%

25%

0%

Alpha/Beta Production #1 Production #2 Production #3 Production #4

Pre-ProductionPre-Production #1 Pre-Production #2 #3 We have stages © 2010 Clinton Keith Consulting Thursday, April 1, 2010 26 Production is Debt Deadline! Production Start Date!

Pre-Production Production

Sure...why not... Crunch

Pre-ProductionPre-Production ProductionProduction

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 27 Schedule Probabilities

Date?

Probability Date of (peak, not mean) Completion

Time © 2010 Clinton Keith Consulting Thursday, April 1, 2010 28 Refining Production Dates

Deadline!

Pre-Production Production

ProductionProduction

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 29 Selecting the right tools for pre-production and production

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 30 Process tools driven by certainty

Far from Agreement

Anarchy

Complex Requirements Scrum (fun) Complicated Lean Pre-production

Simple Close to Production Agreement

Close to Far from Certainty Technology Certainty

Iterative Source: Strategic Management and Organizational az by Ralph Stacey in Agile with Scrum by Ken Schwaber and Mike Beedle. Incremental © 2010 Clinton Keith Consulting Thursday, April 1, 2010 31 Lean/

Deadline!

Kaizen Work

Uncertainty

Time © 2010 Clinton Keith Consulting Thursday, April 1, 2010 32 More on Kanban...

November 2008 feature article in Gamasutra

Chapter in upcoming book

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 33 Common sense

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 34 Don’t follow labels

ScrumBan Lean Kanban

XP Scrum Lean-Agile

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 35 • Scrum isn’t the goal • Following the rules no matter what • Focus on the principles • Empiricism - Science vs. alchemy • Emergence • Time-Boxing • Prioritization • Self-Organization • Iterate on the process • Provide leadership • Plan, plan, plan

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 36 Summary. Changes.

Iterate and we’ll Devs given suspect measure velocity dates & crunch towards the goal

Devs solely responsible Biz is responsible for for achieving the goal achieving the goal

Delivery of We’ll optimize resources Completion of activities features

Devs make biz Devs make dev decisions, biz makes decisions, biz makes dev decisions biz decisions

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 37 Clinton Keith [email protected] www.ClintonKeith.com

Questions?

© 2010 Clinton Keith Consulting Thursday, April 1, 2010 38