Contents

Foreword

Preface

Part I: The Problem and the Solution

Chapter 1: The Crisis Facing Game Development

The Solutions in This Chapter

A Brief History of Game Development

Iterating on Arcade Games

Early Methodologies

The Death of the Hit-or-Miss Model

The Crisis

Less Innovation

Less Value

Deteriorating Work Environment

Mobile/Live Challenges

What Good Looks Like

Summary

Additional Reading

Chapter 2: Agile and Lean Development

The Solutions in This Chapter

What Is Agile?

What Is Lean?

Why Game Development Is Hard

Learning from Postmortems

The Problems

Applying Both Agile and Lean

Why Use Agile and Lean for Game Development?

Cost and Quality

Finding the Fun First

Iterate More, Fail Fast

Agile Values Applied to Game Development

Lean Principles Applied to Game Development

What an Agile Project Looks Like

Agile Development

Projects Versus Live Development

Pre-Deployment Releases

The Challenge of Agile and Lean

What Good Looks Like

Summary

Additional Reading

Part II: Scrum and Kanban

Chapter 3: Scrum

The Solutions in This Chapter

The History of Scrum

The Big Picture

The Values of Scrum

The Principles of Scrum

Product Backlog, Sprints, and Releases

The Product Backlog

Sprints

Releases

Scrum Roles

The Scrum Team

Development Team

Scrum Master

Product Owner

Customers and Stakeholders

Chickens and Pigs

Scaling Scrum

What Good Looks Like

Summary

Additional Reading

Chapter 4: Sprints

The Solutions in This Chapter

The Big Picture

Planning

The Sprint Goal

Part One: Identifying the Sprint Goal

Part Two: Planning How to Achieve the Sprint Goal

Length

Tracking Progress

Task Cards

Burndown Chart

The Burndown Trend

Task Board

War Room

The Daily Scrum Meeting

The Practice

Improving the Daily Scrum

Sprint Reviews

Review Format for Smaller Games

Remote Stakeholders

Studio Stakeholders

Players

Honest Feedback

Retrospectives

The Meeting

Posting and Tracking Results

Sprint Challenges

Sprint Interrupted

Sprint Resets

Problems with the Sprint Goal

Running Out of Work

What Good Looks Like

Summary

Additional Reading

Chapter 5: Great Teams

What Are Great Teams?

The Solutions in This Chapter

An Agile Approach to Teams

Cross-Discipline Teams

Generalizing Specialists

Self-Management

Team Size

What Good Looks Like

Summary

Additional Reading

Chapter 6: Kanban

The Solutions in This Chapter

What Is Kanban?

Visualizing the Workflow

Measuring the Workflow

Managing the Workflow

Improving the Workflow

Reducing Batch Sizes and Waste

Reducing Handoffs

Responding to Bottlenecks

The Difference with Scrum

What Good Looks Like

Summary

Additional Reading

Chapter 7: The Product Backlog

The Solutions in This Chapter

A Fateful Meeting

Why Design Documents Fail

The Product Backlog

Product Backlog Items

Ordering the Product Backlog

Continual Planning

Allowing for Change and Emergence

Encouraging Team Engagement and Alignment

Creating the Product Backlog

Managing the Product Backlog

Backlog Refinement

Who Attends the Refinement and When?

Techniques for Ordering the Product Backlog

Defining “Done”

Types of Debt

Managing Debt

Development DoDs and Stakeholder DoDs

QA and DoDs

Sets of Done

Challenges

Dysfunctional Product Ownership

The Proxy Product Owner

Product Owner Committees

Silo Product Owners

Attention Deficit Product Owner

Tunnel Vision Product Owner

Distant Product Owner

What Good Looks Like

Summary

Additional Reading

Part III: Agile Game Development

Chapter 8: User Stories

Speaking Different Languages

The Solutions in This Chapter

What Are User Stories?

Levels of Detail

Acceptance Criteria

Using Index Cards for User Stories

INVEST in User Stories

Independent

Negotiable

Valuable

Estimable

Sized Appropriately

Testable

User Roles

Collecting Stories

Splitting Stories

Split Along Research or Prototype Dependencies

Split Along Conjunctions

Split by Progression or Value

Other Splitting Tips

Advantages of User Stories

Face-to-Face Communication

Everyone Can Understand User Stories

What Good Looks Like

Summary

Additional Reading

Chapter 9: Agile Release Planning

The Solutions in This Chapter

What Is Release Planning?

Release Planning Meetings

Chartering a Shared Vision

Estimating Feature Size

Velocity

How Much Effort Should We Spend Estimating?

Where Are Story Sizes Estimated?

Story Points

Alternatives to Story Points

Release Planning with Story Points

Updating the Release Plan

Marketing Demos and Hardening Sprints

What Good Looks Like

Summary

Additional Reading

Chapter 10: Video Game Project Management

Midnight Club Story

The Solutions in This Chapter

Minimum Viable Game

Contracts

Hitting Fixed Ship Dates

Managing Risk

Incorporating Risk in the Product Backlog

The Need for Stages

The Development Stages

Mixing the Stages

Managing Stages with Releases

Lean Production

Production Debt

The Challenge of Scrum in Production

Lean Production with Kanban

Working with Scrum

Transitioning Scrum Teams

What Good Looks Like

Summary

Additional Reading

Chapter 11: Faster Iterations

The Solutions in This Chapter

Where Does Iteration Overhead Come From?

Measuring and Displaying Iteration Time

Measuring Iteration Times

Displaying Iteration Times

Personal and Build Iteration

Personal Iteration

Build Iteration

What Good Looks Like

Summary

Additional Reading

Part IV: Agile Disciplines

Chapter 12: Agile Technology

The Solutions in This Chapter

The Problems

Uncertainty

Change Causes Problems

Cost of Late Change

Too Much Architecture Up Front

An Agile Approach

Extreme Programming (XP)

Debugging

Optimization

What Good Looks Like

Summary

Additional Reading

Chapter 13: Agile Art and Audio

The Solutions in This Chapter

Concerns About Agile

Art Leadership

Art on a Cross-Discipline Team

Creative Tension

Art QA

Building Art Knowledge

Overcoming the “Not Done Yet” Syndrome

Budgets

Audio at the “End of the Chain”

Shifting to Kanban

What Good Looks Like

Summary

Additional Reading

Chapter 14: Agile Design

The Solutions in This Chapter

Designs Do Not Create Knowledge

The Game Emerges at the End

Designing with Scrum

A Designer for Every Team?

The Role of Documentation

Parts on the Garage Floor

Set-Based Design

Lead Designer Role

Designer as Product Owner?

What Good Looks Like

Summary

Additional Reading

Chapter 15: Agile QA and Production

Agile QA

The Solutions in This Chapter

The Problem with QA

Most QA Is Just QC

Agile Testing Is Not a Phase

The Role of QA on an Agile Game Team

QA, Embedded or in Pools?

How Many Testers per Team?

Using a Bug Database

Play-Testing

The Future of QA

Agile Production

The Role of a Producer on an Agile Project

Producer as Scrum Master

Producer as Product Owner Support

Producer as Product Owner

The Future of Production

What Good Looks Like

Summary

Additional Reading

Part V: Getting Started

Chapter 16: The Myths and Challenges of Scrum

The Solutions in This Chapter

Silver Bullet Myths

Scrum Will Solve All of Your Problems for You

Fear, Uncertainty, and Doubt

Scrum Challenges

Scrum as a Tool for Process and Culture Change

Scrum Is About Adding Value, Not Task Tracking

Status Quo Versus Continual Improvement

Cargo Cult Scrum

Scrum Is Not for Everyone

Overtime

Crunch

What Good Looks Like

Summary

Additional Reading

Chapter 17: Working with Stakeholders

The Solutions in This Chapter

Who Are the Stakeholders?

The Challenges

Focus Comes Too Late

Milestone Payments and Collaboration

Limited Iteration

First-Party Problems

Portfolios Drive Dates

Building Trust, Allaying Fear

The Fears

Understanding Agile

Publisher-Side Product Owners

Meeting Project Challenges Early

Managing the Production Plan

Allaying the Fears

Agile Contracts

Iterating Against a Plan

Fixed Ship Dates

Agile Pre-Production

The Stage-Gate Model

What Good Looks Like

Summary

Additional Reading

Chapter 18: Team Transformations

The Solutions in This Chapter

The Three Stages of Team Transformation

The Apprentice Stage

The Journeyman Stage

The Master Stage

What Good Looks Like

Summary

Additional Reading

Part VI: Growing Beyond

Chapter 19: Coaching Teams for Greatness

What Is a “Great Team”?

Why Coaching?

The Solutions in This Chapter

Coaching Skills

My Path to Coaching

The Coaching Stance

Facilitation

Coaching Tools

Coaching Teams to Higher Performance

Psychological Safety

Common Goals

Shared Accountability

Working Agreement

Root Cause Analysis

Team Maturity Models

The Five Dysfunctions of a Team

The Tuckman Model

Situational Leadership

Coaching Tools and Practices

Lighten the Mood

Love Card Wall

Notes of Encouragement

PechaKucha Introductions

Socialize the Team

Measure Team Health

Group Confession

360 Reviews

What Good Looks Like

Summary

Additional Reading

Chapter 20: Self-Organization and Leadership

The Solutions in This Chapter

Self-Organization

Valve Software

Supercell

Growing Teams

Leadership

Agile Leadership

Studio Leadership

Discipline Leadership

Director Roles

Mentors

Reviews

Servant Leadership

Systems Thinking

Turning a Vicious Cycle into a Virtuous Cycle

Seeking Out Systems

Intrinsic Motivation

Autonomy

Mastery

Purpose

Flow

Finding the Right Challenge

Increasing Skills

Studio Coaches

Shifting Roles

Large-Scale Scrum: More with LeSS

Adoption Strategies

Beachhead Teams

Full-Scale Deployment

What Good Looks Like

Summary

Additional Reading

Chapter 21: Scaling Agile Game Teams

The Solutions in This Chapter

Challenges to Scaling

Loss of Vision

Adding People Late

Communication Among Large Teams

Should You Scale Up?

Scaling the Wrong Process

The MAGE Framework

Whole Game Focus

Communication, Purpose, and Autonomy

Systems Thinking

Scaling the Right Way

The Product Backlog

Tools and Mind Maps

Pooling Functions and Dispersing Components

Pillars

Team Organization

Feature Teams

Component Teams

Production Teams

Support Teams

Tool Teams

Pool Teams

Integration Teams

Feature Area Teams

Communities of Practice

Product Ownership

Additional Roles

Project Management Support

Supplemental Roles

Pillar Champions

Releases

Release Planning

Rolling Out the Release Plan

Forming Teams

Updating the Release Plan

Using Project Boards

Sprints

Aligning Sprint Dates

The Scrum of Scrums

Sprint Planning

Sprint Reviews

Sprint Retrospectives

Managing Dependencies

Team Formation

Release Planning

Team Dependency Management

Reducing Expert Dependencies

Distributed and Dispersed Development

Distributed versus Dispersed

Challenges to Distributed Development

Challenges to Dispersed Development

What Good Looks Like

Summary

Additional Reading

Chapter 22: Live Game Development

The Solutions in This Chapter

Games As a Service

Why Agility for Live Games?

DevOps and Lean Startup

Feedback Loops

Live Games and Fighter Aircraft

Live Game Feedback Loops

Measuring the Feedback Loop

Part One: Plan

Have a Vision

Model the Players

Establish the Goals

Identify an Incremental Step

Develop the Hypothesis

Part Two: Develop

Map and Measure the Entire Pipeline

Identify Ways to Improve the Pipeline

Reduce the Batch Size

QA for Live Games

Part Three: Deploy and Support

Continuous Delivery

Live Support Tools

Part Four: Measure and Learn

Measure Results

Do Retrospective Actuals and Update Your Vision

What Good Looks Like

Summary

Additional Reading

Chapter 23: There Are No “Best” Practices

The Solutions in This Chapter

Visualizing Your Work

Feature Boards

Story Mapping

Developing for New Platforms

Launch Title Development

Parallel Development

Agile and Indie Game Development

The Draw of Indie Development

The Challenges of Indie Development

How Agile Development Helps

What Good Looks Like

Summary

Additional Reading

Conclusion

Index

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