Lean Game Production Clinton Keith Clinton Keith Agile coach - - PowerPoint PPT Presentation

lean game production
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Lean Game Production Clinton Keith Clinton Keith Agile coach - - PowerPoint PPT Presentation

Lean Game Production Clinton Keith Clinton Keith Agile coach Scrum trainer 2 4 y e a r s o f d e e v x e p l e o r p i e m n e c e n t 1 5 y e a r s o f g d a m e v e e l o p m e n t e x


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Lean Game Production

Clinton Keith

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Clinton Keith

2 4 y e a r s

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d e v e l

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m e n t e x p e r i e n c e 1 5 y e a r s

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g a m e d e v e l

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m e n t e x p e r i e n c e 5 y e a r s

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a g i l e d e v e l

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m e n t e x p e r i e n c e i n t h e g a m e i n d u s t r y I n t r

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u c e d a g i l e t

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h e i n d u s t r y i n M a r c h 2 5

Agile coach Scrum trainer

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Introduction

  • Production is the most expensive part
  • f development
  • Agile is beneficial, but Scrum isn’t the

best fit for production. We don’t want to drop all agile benefits:

  • Continual improvement
  • Collaboration
  • Focus on value
  • By focusing on entire production

streams rather than individual discipline efforts, we can increase production flow by over 50% (YMMV)

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This talk....

Pre-production Production Stages in game development Scrum with Lean tools & principles Kanban Flow

Asset streams

Scrum

Time boxes

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Stages in game development

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Agile is phase-less

Iteration

Design Code Create Assets Debug & Tune

...is game development?

Iteration

Design Code Create Assets Debug & Tune

Iteration

Design Code Create Assets Debug & Tune

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Not Quite

0% 25% 50% 75% 100% P r e

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# 4 A l p h a / B e t a Concept Design Development Production

We have stages

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Simple C

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p l i c a t e d Anarchy Complex Close to Certainty Far from Certainty Technology Close to Agreement Far from Agreement Requirements

Source: Strategic Management and Organizational az by Ralph Stacey in Agile Software Development with Scrum by Ken Schwaber and Mike Beedle.

Process tools partly driven by certainty

Pre-production Production

Iterative Incremental Scrum Lean

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Questions/ Statements Pre-production Production Goals States of mind Approach

What is fun? How will we build it? Collaboration Iterate and increment Build 10 hours of it! Efficiency Flow Increment Correctness

Derived from Cooper2008

Pre-Production vs. Production

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Lean Game Production

Lean game production is a translation of lean manufacturing principles and practices to video game asset production.

THe “Deming Cycle”

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Seven Lean Principles

  • Eliminate waste
  • Amplify learning
  • Decide as late as possible
  • Deliver as fast as possible
  • Empower the team
  • Build integrity in (balance discipline)
  • See the whole
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Why Scrum teams use Lean for production

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The problem using Scrum for production

Model Rig

Animate

Audio pass

End of sprint Model Rig

Animate

Audio pass Team fails to achieve goal.... There is work-in-progress (WIP)

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Model Rig

Animate

Audio pass

End of sprint Model?

The problem using Scrum for production

Discipline pools can help, but they promote local

  • ptimization, which works against flow
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If the work is repeatable...

Model Rig

Animate

Audio pass

End of sprint Model Rig

Animate

Audio pass

Model Rig

Animate

Audio pass

Model Rig

Animate

Audio pass

Flow

Done WIP WIP WIP

Done Done Done

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Flow is a state where...

  • Work is repeatable and predictable
  • Interruptions are minimized
  • There is no waiting
  • Improvements enter quickly
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Two tools to help flow

  • Time boxes
  • Asset streams
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Time-boxing Assets

A time-box is a fixed length of time given to produce results. The results are variable. “When forced to work within a strict framework the imagination is taxed to its utmost-and will produce richest ideas. Given total freedom the work is likely to sprawl.”

  • TS Eliot
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Finding the right time-box

Timebox should keep us here

Value to Customer Cost

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Asset streams

Used to demonstrate flow & areas of waste (simplified value stream maps)

Using the relay-race metaphor: Watch the baton, not the runners.

  • Craig Larman & Bas Vodde
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Asset streams

  • Help visualize and manipulate flow
  • We want flow leveled throughout the stream,

ideally balancing downstream consumption with upstream production

  • We want to shorten the amount of time from

start to end

  • We want incremental improvements to affect

everything in production quickly

  • Identify waste (everything not adding value)

Concept Low rez geometry High rez geometry

Gameplay tuning

Audio layout

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High rez geometry

Gameplay tuning

Leveling flow

Concept Low rez geometry High rez geometry

Gameplay tuning

Audio layout

4 weeks 8 weeks

High rez geometry

12 weeks 8 weeks 16 weeks 8 weeks 8 weeks 8 weeks

Match cycle time for every step to takt time (schedule demand) Eliminate buffers as much as possible

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Takt & cycle time

Concept Low rez geometry High rez geometry

Gameplay tuning

Audio layout

8 weeks 8 weeks

High rez geometry High rez geometry

8 weeks 8 weeks

Gameplay tuning

8 weeks A team of 8 would release a level every 2 months (Takt Time) Concept to delivery was 10 months! (Cycle time)

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Reduce batch size

Concept Low rez geometry High rez geometry

Gameplay tuning

Audio layout

2 weeks 2 weeks

High rez geometry High rez geometry

2 weeks 2 weeks

Gameplay tuning

2 weeks Divide levels into 1/4th “zones” Takt time = 2 weeks Cycle time = 10 weeks

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Handoffs

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Reduce handoffs

Concept Low rez geometry High rez geometry Audio layout

Gameplay tuning

Handoffs create a sense of handing-off responsibility Responsibility needs to be carried forward

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Kanban

A continuous-flow work management system, that supports production

If there's one distinguishing philosophical difference between Scrum and kanban development systems, it is that Scrum

  • rganizes around teams, and kanban organizes around
  • workflows. That would be the major decision point between

choosing one over the other. Off-the-shelf Scrum works better for tasks that have poorly defined or highly mixed

  • workflows. Kanban/pull systems work better for tasks that

have consistent and definable workflows. Corey Ladas

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Scrum vs. Kanban

To do Ongoing Done

D A B C

To do Ongoing (1) Done

D A B C

Ongoing (2)

E

Buffer (1)

F E F

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Audio (1) Done

D A B C

Model (2)

E

Buffer (1)

F

Asset Asset Asset

ToDo (4)

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Rig (1)

NPC

Model (1) Buffer (1) ToDo (3) Buffer (1)

NPC NPC NPC NPC NPC NPC

Animate (1)

NPC NPC NPC

Kanban in action

Model Rig

Animate

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Summary

  • Scrum and Lean have similar values
  • They can be mixed depending on the

needs of the project

  • Level production example saw 56%

improvement

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Finally...

  • For more information
  • www.ClintonKeith.com
  • Book out in Q1 2010
  • Questions?