AC (acceptance criteria), 161–163
Ackoff, Russell L. 321
adjourning phase, 386
adoption strategies, 353, 418–422
characteristics of successful, 369–370
affinity mapping, 379
Agile
challenges of, 37
characteristics of successful, 38
combining with Lean, 23
change as bad, 319
double standard, 318
fear, uncertainty, and doubt (FUD), 316–318
silver bullet myths, 316
successful adoption of, 329–330
in distributed development, 465–466
individuals and interactions, 27–29
response to change, 30
working software, 29
Agile Project Management with Kanban (Brechner), 492
Agile Retrospectives: Making Good Teams Great (Derby and Larsen), 92
agreements, working, 382
AI spawn optimization, 267
analogy, estimating story size with, 189
Anderson, David, 111
Apollo program, 253
apprentice stage of transformation, 355–359
adjustment to Sprint pacing in, 355
characteristics of, 355
Daily Scrum challenges, 356–359
DoDs (Definitions of Done), 355–356
arcade games, history of
hit-or-miss publishing model, 8
waterfall-style methodologies, 6–8
architecture, costs of, 257–258
ARPDAU (average revenue from daily active users), 477
art and audio
art debt, 138
art knowledge, creation of, 277–278
audio designers, 280
audio mixing, 268
characteristics of successful, 281
concerns about Agile and Scrum in, 273
creative tension with, 275–276
Kanban and, 281
“not done yet” syndrome, 278
QA (quality assurance) and, 276–277
assembly line, 43
asset validation, 245
attention deficit Product Owners, 146–147
audio. See art and audio
automated play-throughs, 245
autonomous underwater vehicle development, 238
autonomy, 396, 412. See also self-organization
average revenue from daily active users (ARPDAU), 477
A/B testing, 10
backlogs. See Product Backlog; Sprint Backlog
batch size, 117, 230–231, 485–486
BDUF (Big Designs Up Front), 20
split-and-reform strategy, 420–421
split-and-seed method, 420
Beck, Brandon, 473
beta, 20
BHAGs (big hairy audacious goals), 184, 449
Big Designs Up Front (BDUF), 20
big hairy audacious goals (BHAGs), 184, 449
Birchler, James, 487
black-box testing, 299
Blanchard, Ken, 386
Bleszinski, Cliff, 61
Blinn, Scott, 29
Blue-Green Deployment, 493
boards
Bourne Conspiracy, 143, 149, 288–290
branching, 265
Broadmore, Greg, 507
Brooks, Fred, 431
Brütal Legend, 322
budgets
static geometry, 267
configurations, 245
motivational tools, 247
revision control, 250
team focus on, 249
canary deployments, 489
cards
index, 163
Certified Product Owner (CPO), 423
Certified Scrum Master (CSM), 423
Challenger space shuttle disaster, 319
change
challenges of, 255
late, 256
myths about, 319
responding to, 30
Chaos Monkey, 493
chartering a vision, 60–61, 184–186
chickens (Scrum), 64
CIS (continuous integration server), 259–260
clients, definition of, 376
cliques, in teams, 106
coaching teams
characteristics of successful, 373–374, 393
coaching skills, 374
definition of, 386
affinity mapping, 379
Diamond of Participatory Decision-Making, 377–378
planning poker, 378
rank ordering/sizing, 132, 194–195, 379
personal and team motivational factors, 381–384
Scrum Masters as coaches, 375
Five Dysfunctions of a Team, 384
situational leadership, 386–387
tool and practices for, 379–381, 387–393
collaboration, 48, 334–335, 467
collection of user stories, 171–174
Columbia space shuttle disaster, 319
ideal of, 47
lack of, 384
committees, Product Owner, 144–145
common goals, 382
communication
facilitation of, 57
of stability, 248
communities of practice, 444–445
compassion, 377
component teams, 439
concept stage, 212
conflict, fear of, 384
constraints, theory of, 118
continual improvement, 116, 227–232
empowerment through, 232
facilitation of, 57
continuous build tests, 246
continuous improvement, 367
continuous integration, 265
continuous integration server (CIS), 259–260
cost
ordering Product Backlog by, 127, 132
courage, 47
CPO (Certified Product Owner), 423
cross-discipline teams, artists on. See art and audio
Csikszentmihalyi, Mihaly, 413
CSM (Certified Scrum Master), 423
culture change, Scrum as tool for, 321–322
Cunningham, Ward, 137
customers
definition of, 60
cycle time, 114, 226–227, 228–229
daily build tests, 246
Daily Scrum, 46, 84–87, 320–321, 356–359
Darkwatch, 293
deadlines, fixed, 208–209, 344
Agile development with, 182
stakeholder relationships and, 345–348
debt
definition of, 216
example of, 138
Definitions of Done. See DoDs (Definitions of Done)
delegating, 386
delivery time, 32
on-demand planning, 116
Deming, William Edwards, 43
demos, marketing, 198
dependencies
scaling, 461
splitting user stories along, 175
deployment
definition of, 21
live game development, 487–494
design (Scrum)
characteristics of successful, 296
design debt, 138
iteration cycles in, 291
knowledge creation and, 284–285
lead designer role in, 295–296
learning by failing in, 294
point-based, 293
role of, 283
Dev Ops Handbook (Kim, et al.), 473–474
development DoDs (Definitions of Done), 140
managing with releases, 214–215
mixing, 213
Development Teams, 54
deviance, normalization of, 319
Diamond of Participatory Decision-Making, 377–378
directing, 386
director roles, 406
discipline leadership, 405–406
disc-streaming optimization, 267
dispersed development, 467–469
distant Product Owners, 149–150
distributed development, 464–467
documentation
in Agile development, 29
stakeholder demand for, 131
DoDs (Definitions of Done)
bad examples of, 137
development, 140
“done done” column, 305
minimum, 198
QA (quality assurance) and, 140
scaling and, 461
stakeholder, 140
workflow management and, 115
Donkey Kong, 331
double standard, myth of, 318
Doulin, Alistair, 258
Dr. Grordbort’s Invaders, 507
Drucker, Peter, 193
Duke Nukem Forever, 147
Dunbar, Robin, 432
E3 (Electronic Entertainment Expo) demos, 25
Edmondson, Amy, 381
Eisenhower, Dwight D. 181
Electronic Entertainment Expo (E3) demo, 25
Eliot, T. S. 275
embedded QA (quality assurance), 303
emergence, 48
emergent Agile practices
characteristics of successful, 510–511
indie game development, 508–510
launch title development, 505
new platforms, development for, 504
emergent requirements. See feature creep
empiricism, 47
encouragement, notes of, 389
endless development, myth of, 317
Esmurdoc, Caroline, 322
estimation, 183
accuracy of, 188
lack of, 195
rank ordering/sizing, 132, 194–195
T-shirt sizing, 194
EVE Online, 150
Everett, James, 287
expert opinion, 189
external stakeholders, 332
Extreme Programming (XP), 259
versus non-XP practices, 264–265
TDD (test-driven development), 259–261
affinity mapping, 379
Diamond of Participatory Decision-Making, 377–378
planning poker, 378
rank ordering/sizing, 132, 194–195, 379
failure
failure signals, 492
learning by, 294
Falcone, Dante, 228
fear, uncertainty, and doubt (FUD), 316–318
fear of conflict, 384
stakeholder fears, 337–338, 342
The Fearless Organization (Edmundson), 381
feature areas, 446
feature size estimation, 186–195
accuracy of, 188
lack of, 195
rank ordering/sizing, 132, 194–195
T-shirt sizing, 194
feature toggles, 489
feedback
honesty of, 90
from players, 90
Fibonacci series, 191
The Fifth Discipline (Senge), 411
filters, Internet, 413
The Five Dysfunctions of a Team (Lencioni), 384
fixed deadlines, 182, 208–209, 344, 345–348
Flaccid Scrum, 258
flattening of hierarchies, 400
flow
focus
ideal of, 47
Ford, Henry, 43
forming phase, 385
frameworks, 42. See also Scrum
frequency of testing, 246
FUD (fear, uncertainty, and doubt), 316–318
full-scale deployment, 422–425
first release and Sprint, 424–425
Product Backlog, 425
GAAS (Games as a Service), 36–37, 472–473
Gamasutra.com, 16
game boxes, 185
Game Developer Magazine, 16
game development. See also Agile; Lean methodologies; live game development
challenges of
overoptimistic schedules, 20–21
response to players, 23
deployment/shipping, 21
history of
hit-or-miss publishing model, 8
microprocessor development, 4–5
waterfall-style methodologies, 6–8, 25
myths of, 317
stakeholders in. See stakeholders
game positioning maps, 185–186
game staff, 54
Games as a Service (GAAS), 472–473
Games as a Service (GAAS) model, 36–37
Gear Up! (Keith and Shonkwiler), 497
goals
changes in, 94
common, 382
Graham, Brian, 136
Grand Theft Auto: San Andreas, 489
graphics-partitioning technology, 267
Greenleaf, Robert K. 408
affinity mapping, 379
Diamond of Participatory Decision-Making, 377–378
planning poker, 378
rank ordering/sizing, 132, 194–195, 379
Ha, 354
handoffs, reduction of, 118
hand-to-hand combat, user stories for, 173–174
Hardening Sprints, 198–200, 364
Hay Day, 495
health of teams, 391
Hershey, Paul, 386
hierarchies, flattening of, 400
High Moon Studios
crunch periods at, 327
documentation at, 287
pair programming at, 263
self-organization in, 403
user stories, 163
hiring issues, 264
history of game development, 4–5
hit-or-miss publishing model, 8
microprocessor development, 4–5
waterfall-style methodologies, 6–8
hit-or-miss publishing model, 8
hourly build tests, 246
ideal days, 192
impediments
failure to report, 357
organizational, 418
studio culture as, 418
incident retrospectives, 492–493
independence, of user stories, 164–165
index cards, 163
indie game development, 508–510
Industrial Revolution, 43
information radiators, 362
innovation, reduction in, 9. See also emergent Agile practices
Innovation Games (Hohmann), 336
integration teams, 443
Intel, 4
intensity, Sprint length and, 76
internal stakeholders, 332
Internet filters, 413
interrupted Sprints, 93
INVEST attributes (user stories), 164–169
sized appropriately, 168
autonomous underwater vehicle development, 238
benefits of improving, 237–238
motivational tools, 247
revision control, 250
team focus on, 249
challenges of, 335
characteristics of successful, 250
in design, 291
Jobs, Steve, 186
journeyman stage of team transformation, 359–367
continuous improvement, 367
release cycles, 360
Kanban, 11
arts and audio, 281
benefits of, 228
continual improvement, 116, 227–232
empowerment through, 232
facilitation of, 57
definition of, 112
development of, 111
leveling production flow with, 222–227
continual improvement, 57, 116, 227–232
successful implementation of, 121
tracking, 358
workflow improvements, 114–120
workflow management
buffering, 115
continual improvement, 116, 227–232
definition of done in, 115
on-demand planning, 116
ordered work, 116
Retrospectives, 117
Reviews, 117
work in progress limits, 115
workflow visualization, 112–113, 221
Key Performance Indicators (KPIs), 134
knowledge, ordering Product Backlog by, 128, 134
knowledge creation, 31, 277–278, 284–285
KPIs (Key Performance Indicators), 134
Ladas, Corey, 111
Large-Scale Scrum (Larman and Vodde), 416
launch title development, 505
director roles, 406
mentors, 407
reviews by, 407
trust, building of, 404
values and principles in, 404
League of Legends, 473
Lean methodologies. See also Agile; Kanban; Scrum
challenges of, 37
characteristics of successful, 38
combining with Agile, 23
production debt
definition of, 216
example of, 138
relay racing metaphor for, 15
The Lean Startup (Ries), 473–474
learning by failing, 294
Legend of Zelda, 331
LEGOTM bricks, 278
length of Sprints, factors influencing, 74–77
ability to plan Sprint, 76
balanced intensity, 76
development team experience, 74–75
planning and review overhead, 75–76
resolving disagreements in, 77
stakeholder feedback, 74
level lods, 245
leveling production flow, 222–227
lightweight methods. See Agile
live game development, 471
benefits of Agile for, 473
characteristics of successful, 495
deployment and support, 487–494
QA (quality assurance), 487
GAAS (Games as a Service), 472–473
measurement and learning in, 494–495
lockdowns, 319
love card wall, 388
MAGE (Massively Agile Game Environment) framework, 434. See also scaling teams
Magic Leap One, launch title for, 506–507
management fad, myth of Scrum as, 317–318
managers, 43
mapping, affinity, 379
maps, game positioning, 185–186
Martin, Bob, 258
Massively Agile Game Environment. See MAGE (Massively Agile Game Environment) framework
massively multiplayer online games (MMOs), 36, 212
master stage of team transformation, 367–369
practice change by, 369
team organization and membership, 368–369
McDonnell Douglas, 41
McGuire, Rory, 284
meetings. See also Sprints
Daily Scrum, 46, 84–87, 320–321, 356–359
facilitation of, 57
incident retrospectives, 492–493
Scrum-of-Scrums, 457
Meier, Sid, 61
mentors, 407
Merrill, Marc, 473
micromanagement of backlog, 357–358
microprocessors, history of, 412
middleware, 24
Midtown Madness, 276, 286, 306, 343–344
Midtown Madness 2, 279
minimum viable game (MVG) requirements, 205–207
MMOs (massively multiplayer online games), 212
mobile app load, 268
Moore, Gordon, 4
motherboards, 4
motivation
tools for, 247
moving targets, 255
MuSCoW analysis, 136
MVG (minimum viable game) requirements, 205–207
Mythical Man Month, 253
negotiation
Netflix Chaos Monkey, 493
network upgrades, 249
neutrality, 376
“The New New Product Development Game” (Takeuchi and Nonaka), 44
new platforms, development for, 504
Newell, Gabe, 404
ninjas, 64
Nintendo 64, 158
Nintendo Ultra-64, 331
Nintendogs, 331
normalization of deviance, 319
norming phase, 385
“not done yet” syndrome, 278
notes of encouragement, 389
openness, 47
within budget constraints, 268–269
Lean principles for, 32
optimization debt, 138
ordered work, 116
ordering Product Backlog, 127–128, 132–137
organizational impediments, 418
overnight transfers, 248
overoptimistic schedules, 20–21
partial transfers, 248
PBIs (Product Backlog Items), 116, 237. See also user stories
lack of, 195
rank ordering/sizing, 132, 194–195
T-shirt sizing, 194
PechaKucha introductions, 389–390
peer reviews, 407
people, respect for, 32
performance coaching. See coaching teams
performing phase, 386
personal motivational factors, 381–384
pigs (Scrum), 64
pillars, 438
pipeline, development, 482–486
pirates, 64
Pitfall: The Mayan Adventure, 108
planning. See release planning
platform smoke tests, 245
players
feedback from, 90
influence on development, 63
live game development, 479–480
responding to, 23
PlayStation, 5
point-based design, 293
policies, 115
Pong, 4, 6
pool teams, 443
pools, QA (quality assurance) in, 303
portfolios, dates driven by, 336–337
postponed optimizations, 267–268
post-production, 213
practice, communities of, 444–445
pre-deployment releases, 37
principles
of leadership, 404
prioritization, Product Backlog, 48, 127–128
processes
in distributed development, 468
Product Backlog. See also DoDs (Definitions of Done); PBIs (Product Backlog Items); Product Owners; release planning
challenges of, 142
change and emergence in, 128–129
characteristics of successful, 152
collection of user stories on, 166, 171–172
debt
example of, 138
debugging in, 266
definition of, 36, 48–49, 126, 161
encouraging team engagement and alignment through, 129
establishment of, 425
for live game development, 481
MAGE (Massively Agile Game Environment), 436–438
ordering, 48, 127–128, 132–137
QA (quality assurance) and, 135–136
spikes, 134
Product Backlog Items. See PBIs (Product Backlog Items)
product management support, 447–448
Product Owner Committees, 144–145
Product Owners
attendance at Retrospectives, 92
Bourne Conspiracy project example, 143
influence on Sprint length, 77
Product Owner Committees, 144–145
proxy, 144
allaying of fears, 342
meeting of project challenges, 340–341
production plan management, 341
responsibilities of, 59–62, 339–340
production
green lights, 348
production flow, leveling, 222–227
production plan management, 341
production debt, 138
definition of, 216
example of, 138
progression, splitting user stories along, 176
progress-tracking techniques, 78–84
sticky notes, 79
war rooms, 84
project management. See also Agile; Lean methodologies; user stories
characteristics of successful, 235
development stages in, 211–215
fixed ship dates in, 182, 208–209
live development versus, 36–37
MVG (minimum viable game) requirements, 205–207
releases, 37
Scrum challenges in, 218–220, 234–235
projects, definition of, 205
proxy Product Owners, 144
psychological safety, 381
publisher-producer, 61
publisher-side Product Owners, 339–340
allaying of fears, 342
meeting of project challenges, 340–341
production plan management, 341
purpose, definition of, 396, 412
pyramids, testing, 244
QA (quality assurance), 265
approach to, 300
black-box testing, 299
characteristics of successful, 311
DoDs (Definitions of Done) and, 140
embedded versus in pools, 303
knowledge creation, 31
for live game development, 487
QA play-throughs, 245
QC (quality control) versus, 299–300
white-box testing, 299
questions, in coaching, 379–381
rank ordering/sizing, 132, 194–195, 379
Red Dead, 255
Reinertsen, Donald, 476
Reinventing Organizations (Laloux), 396
rejection of Scrum, 326
release backlogs, 196
release cycles, 360
Hardening Sprints and, 364
release planning, 181, 448–454. See also Sprints
characteristics of successful, 200
on-demand, 116
feature size estimation, 186–195
accuracy of, 188
lack of, 195
rank ordering/sizing, 132, 194–195
T-shirt sizing, 194
first release and Sprint, 424–425
iterating against plan, 342–344
live game development, 478–481
marketing demos, 198
pre-deployment, 37
production, 341
release plans, 184
shared vision, chartering, 184–186
updates of release plans, 197–198
releases, definition of, 33, 37, 51
remote stakeholders, feedback from, 89–90
Remote Teamwork Tools (Keith and Shonkwiler), 468
Rennie, Bruce, 323
research dependencies, splitting user stories along, 175
Resident Evil, 158
resources, definition of, 206
responding to players, 23
results, inattention to, 384
Retrospectives, 90–92, 320–321
cadence of, 117
definition of, 46
facilitation of, 57
format of, 91
incident retrospectives, 492–493
Product Owner attendance at, 92
tracking results of, 92
return on investment (ROI), 53, 60
cadence of, 117
definition of, 46
facilitation of, 57
influence on Sprint length, 75–76
player feedback in, 90
remote stakeholder feedback in, 89–90
Review bazaar, 460
studio stakeholder feedback in, 90
trust, building of, 410
revision control, 250
Riccio, Mike, 163
Riot Games, 473
risk, ordering Product Backlog by, 127, 132–134
risk matrix, 133
robotic phone interface testing, 246
Rockstar Games, 204
ROI (return on investment), 53, 60
roles. See names of specific roles
rolling milestones, 335
sagas, 160
Scaling Lean and Agile Development (Larman and Vodde), 448
scaling teams, 65
characteristics of successful, 469
communities of practice, 444–445
dispersed development, 467–469
distributed development, 464–467
MAGE (Massively Agile Game Environment) framework for, 434
pillars, 438
release planning, 448–454, 462–463
Scrum-of-Scrums meetings, 457
team formation, 462
Schafer, Tim, 61
scheduling, overoptimistic, 20–21
Scrum, 11
challenges of, 321
addition of value, 323
process and culture change, 321–322
rejection of, 326
status quo versus continual improvement, 323–324
characteristics of successful, 65
chickens and pigs analogy, 64
Daily Scrum, 46, 84–87, 320–321, 356–359
definition of, 42
design. See design (Scrum)
DoDs (Definitions of Done)
bad examples of, 137
development, 140
minimum, 198
QA (quality assurance) and, 140
scaling and, 461
stakeholder, 140
workflow management and, 115
Flaccid Scrum, 258
managers, 43
change as bad, 319
double standard, 318
fear, uncertainty, and doubt (FUD), 316–318
silver bullet myths, 316
Product Backlog. See Product Backlog
product management support, 447–448
production challenges of, 218–220, 234–235
releases, definition of, 33, 37, 51
Scrum Guide, 80
Scrum Masters, 54–59, 308, 356–357, 375
Scrum Type C, 111
Scrum-of-Scrums meetings, 457
Sprints. See Sprints
stakeholders. See stakeholders
teams. See teams
values of, 47
Scrum Guide, 80
producers as, 308
Scrum Type C, 111
Scrum-of-Scrums meetings, 457
SEAL teams, 104
selection practices, teams, 402
self-management teams, 101, 105
self-organization, 48, 101, 468. See also adoption strategies
case studies
challenges of, 399
characteristics of successful, 426
flow
full-scale deployment, 422–425
intrinsic motivation in, 411–412
director roles, 406
mentors, 407
reviews by, 407
trust, building of, 404
values and principles in, 404
skepticism of, 401
self-selecting membership, 400–401
semi-daily build tests, 246
sets of DoDs (Definitions of Done), 141–142
shared accountability, 382
shared vision, chartering, 60–61, 184–186
ship dates, fixed, 182, 208–209, 344, 345–348
shipping, definition of, 21
Shonkwiler, Grant, 381, 409, 497
Shu, 354
silence, in questioning, 379
situational leadership, 386–387
size
of story points, 191
T-shirt sizing, 194
of user stories, 168
skepticism, 401
SOFTEN method, 380
software, replacing Daily Scrum with, 359
specialists, generalizing, 104
split-and-reform strategy, 420–421
split-and-seed method, 420
splitting user stories, 174–176, 189
along conjunctions, 175
along research or prototype dependencies, 175
by progression or value, 176
tips for, 176
Spotify, 445
Sprints
characteristics of successful, 96–97
Daily Scrum and, 84–87, 320–321, 356–359
estimation of, 73
factors influencing length of, 74–77
flow of, 68
leadership. See leadership
Product Backlog. See Product Backlog
progress-tracking techniques in, 78–84
sticky notes, 79
war rooms, 84
Retrospectives. See Retrospectives
Reviews. See Reviews
Sprint Goals, 50, 68–73, 94–96
teams. See teams
managing with releases, 214–215
mixing, 213
stakeholders
communication with, 57
demand for documentation from, 131
external, 332
internal, 332
stakeholder DoDs (Definitions of Done), 140
working with
Agile pre-production, 348
allaying of fears, 342
characteristics of success with, 350
iterating against plan, 342–344
limited iterations, 335
meeting of project challenges, 339–342
portfolios driving dates, 336–337
production plan management, 341
publisher-side Product Owners, 339–342
understanding of Agile, 338–339
static geometry budget, 267
sticky notes, 79
stories. See user stories
storming phase, 385
Fibonacci series and, 191
ideal days, 192
limits of, 192
release planning with, 195–196
sizes of, 191
studio culture, 418
studio leadership, 57, 404–405
studio stakeholders, feedback from, 90
Supercell, self-organization at, 398–399
support
definition of, 386
live game development, 487–494
Swordfish Studios, 64
systems thinking, 409–411, 435
TCR (technical certification requirement), 51
TDD (test-driven development), 259–261
Team Fortress, 286
Five Dysfunctions of a Team, 384
situational leadership, 386–387
team-building exercises, 106–107
teams, 445–447. See also leadership; roles
artists on. See art and audio
characteristics of successful, 100–101, 108–109
chemistry and performance in, 108–109
chickens and pigs analogy, 64
cliques within, 106
coaching. See coaching teams
communication, 57, 431–432, 435
cross-discipline, 101, 102–104
designer roles on, 286
engagement and alignment of, 129
formation of, 462
generalizing specialists in, 104
health of, 391
influence on Sprint length, 74–75
interaction in, 102
organization and membership of, 368–369, 438–444
practice change by, 369
QA (quality assurance) on, 301–302
removal of members from, 401–402
scaling. See scaling teams
self-organization in, 101, 400–403
team-building exercises, 106–107
transformations, 353
characteristics of successful, 369–370
value of, 99
technical certification requirement (TCR), 51
technical requirements checklist (TRC), 51
technology, Agile
characteristics of successful, 269–270
influence on Sprint length, 76–77
XP (Extreme Programming), 259
TDD (test-driven development), 259–261
test-driven development (TDD), 259–261
testing. See also QA (quality assurance)
Agile, 300
black-box, 299
test frequency, 246
white-box, 299
Theisz, Erik, 376
theme, 160
Theory of Constraints, 118
throughput, 114
time
time and materials form, 207–208
time estimates, converting points to, 192–193
tool teams, 442
tools, in Agile development, 27–28
Toyota, 43
tracer bullets, 168
Kanban, 358
sticky notes, 79
war rooms, 84
transfer time, reduction of, 248–249
transformation, team, 353
adjustment to Sprint pacing in, 355
characteristics of, 355
Daily Scrum challenges, 356–359
DoDs (Definitions of Done), 355–356
characteristics of successful, 369–370
continuous improvement, 367
release cycles, 360
practice change by, 369
team organization and membership, 368–369
transition teams, 423
transitioning Scrum teams, 235
TRC (technical requirements checklist), 51
trust, building of, 337, 384, 404, 409–411
T-shirt sizing, 194
tunnel vision Product Owners, 147–149
unit tests, 245
Unreal Engine 3, 233
up-front architecture costs, 257–258
upgrades, network, 249
user stories
acceptance criteria in, 161–163
attributes of successful, 164–169
sized appropriately, 168
challenges of, 158
characteristics of successful, 178
hand-to-hand combat example, 173–174
index cards for, 163
sagas, 160
along conjunctions, 175
along research or prototype dependencies, 175
by progression or value, 176
tips for, 176
story points. See story points
theme, 160
tracer bullets, 168
when to avoid, 171
addition of, 323
creation of, 29
ordering Product Backlog by, 127, 134–137
reduction of, 10
splitting user stories along, 176
value streams, 482
Vanlandingham, Shonny, 189
velocity
feature size estimation and, 186–187, 193
limits of, 366
video game market, growth of, 8
visualization of workflow, 112–113, 498–504
Voltaire, 237
war rooms, 84
Warmuth, Shelly, 102
waste reduction, 30, 117, 230–232
waterfall game development, 6–8, 25
Wednesday Pizza Topic, 414–415
Weta Gameshop, 287
white-box testing, 299
Wicked Problems, Righteous Solutions (DeGrace and Stahl), 44
WiP (work in progress) limit, 115, 441
Woodward, Justin, 510
work, lack of, 96
work environments, deterioration of, 10
work in progress (WiP) limit, 115, 441
workflow
buffering, 115
continual improvement, 116, 227–232
definition of done in, 115, 268
on-demand planning, 116
ordered work, 116
Retrospectives, 117
Reviews, 117
work in progress limits, 115
visualization of, 112–113, 221
working agreements, 382
working software, 29
Wright, Will, 61
XP (Extreme Programming), 259
versus non-XP practices, 264–265
TDD (test-driven development), 259–261
YF-23 fighter jet, development of, 41–42
Zeppelin, 146
Zuill, Woody, 195
3.23.101.60