PROJECT MANAGEMENT METHODS 49
method of 30-day milestones (Sprints) and posting the burn-down charts on the
wall. Burn-down charts track the daily progress of the team and show the remain-
ing time that is needed to complete the prioritized goals of the Sprint. If the team
misses some of the lowest priority goals at the end of the 30 days, those goals are
moved to the following month’s Sprint.
Scrum works well with game development because it forces the team to make
monthly builds of the game early in the project. Since the process is iterative, the
most important aspects of the game are being completed earlier in production
and can continue to be polished or added to as time allows. The team can react to
emerging gameplay while there is time. It can cancel features that are turning out
not to be fun or viable and emphasize and expand upon features that are better than
we’d hoped for. So instead of spending the bulk of pre-production time creating a
500-page design document that describes the game, we can actually build a working
prototype that showcases the major gameplay features. Another way to visualize it is
by thinking of a cake; every month, the team is taking complete slices out of a seven-
layer cake. Conversely, with traditional processes (such as waterfall), the team works
to create the infrastructure of a cake, and at the end of alpha, they are stuck with a
cake that has no frosting.
Scrum development can be attractive to publishers because they can get a bet-
ter idea of what the game will be like and are more comfortable risking five or six
million dollars on the project. They can track the monthly progress of the game
through the builds and don’t have to wait six months to see whether they are wasting
money. If the publisher is more involved in the development process, they can also
look at the burn-down charts and have a clear understanding of the game’s progress
and when features will be implemented.
Publishers may be reluctant to buy into this development process at first,
since they need to be educated that writing huge design documents and creat-
ing a Microsoft Project schedule only gives the illusion of control. Scrum actually
gives more control to the process since a tangible deliverable must be ready every
30 days, which gives a more accurate picture of the progress. Eventually, we hope to
get publishers involved in the planning process for each monthly Sprint.
There are many pros to using Scrum. The biggest improvement is the over-
all morale of the team. People are more enthusiastic and productive because they
can take ownership of their tasks and have direct control of what they are doing.
People are more likely to attack impediments to their work if they feel a sense of
ownership, and Scrum gives them this. Because a big part of Scrum involves self-
organized teams, the team will work together to attack problems instead of waiting
for management to solve them. This means management spends less time putting
each week trying to figure out what’s going on with the game, because with Scrum,
all the information is at their fingertips (posted on the wall of the war-room).