PROJECT MANAGEMENT METHODS 43
The more accurate these estimates are, the easier it is for a team to plan the
production cycle, decide which features and assets can be implemented, and
determine more confidently when the game will be finished. For example, if
an artist accurately tracks how long it takes to create a 200 m × 200 m level,
this information can be recorded and then used to estimate this same task on
another project.
The producer and leads greatly benefit from using a formal process. When
a standard process is in place, it is easier to bring in new team members and get
them quickly up to speed on the game’s development progress. New people
joining the team can get to work right away, instead of having to spend a few days
figuring out what they are supposed to be doing. Additionally, the producer and
leads can spend their time actually managing the game development process,
instead of putting out fires. Because you know exactly where the project is at any
given time, no huge surprises should sneak up on you.
There are some cons to using a formal software engineering process, but
many of these can be overcome with time, especially when people start to use,
understand, and be comfortable with the process. One issue with using pro-
cesses like Scrum or PSP for game development is that these processes are really
more suited to engineering tasks and less to design and art tasks. The processes
were originally developed for software engineering because there is often un-
certainty in how long it takes to code a feature, how long bug fixing takes, and
the scope of the work. By establishing these processes, the engineering tasks are
more controlled, and exit criteria can be established to determine when code is
completed.
People may be reluctant to try a formal process for a variety of reasons. For
some, their unfamiliarity with the process will be a deterrent, as they may be
unwilling to try something with which they have little experience. Others might
perceive this as something rigid that will stifle creativity and innovation; they
also might feel they are less involved in project decisions, rather than more in-
volved. For people who are worried that creativity will suffer, explain that there
is more time to prototype and polish the game, since the majority of their time
is now spent on implementing project features, rather than on putting out fires.
Finally, people might be concerned that the company culture will become more
corporate and less fun. Explain that this is a process to help the team, rather than
control them.
Other things to consider when using one of these processes include the cost
to train and implement. For example, with PSP everyone needs to take a two-
week training course; this is not only expensive, but having people unavailable
for two weeks impacts the project. If you are planning to spend the money to
train people, make sure that the company and the people are committed to mak-
ing the process work. Any time or money investment made in these areas will be
worth the increased efficiency and decreased project risk.