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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


  1. Lean Game Production Clinton Keith

  2. 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 p e r i e 5 n c y e e a r s o f a g d i l e e v e l o p m e n t i e n x t p h e e r g i e a n m c e e i n d u s t r y I n t r o d u c e d a g i n i l e d u t s o t r t y h e i n M a r c h 2 0 0 5

  3. Introduction • Production is the most expensive part of 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)

  4. This talk.... Production Stages in game development Scrum with Lean tools & principles Pre-production Flow Kanban Scrum Asset streams Time boxes

  5. Stages in game development

  6. Agile is phase-less Iteration Iteration Iteration Design Design Design Code Code Code Create Assets Create Assets Create Assets Debug & Debug & Debug & Tune Tune Tune ...is game development?

  7. Not Quite 100% Production Development 75% Design Concept 50% 25% 0% 1 2 3 1 2 3 4 a # # # # # # # t e n n n n B n n n o o o o / o o o a i i i i i i i t t t t h t t t c c c c c c c u u u u p u u u d d d d l A d d d o o o o o o o r r r r r r r P P P P P P P - - - e e e r r r P P P We have stages

  8. Process tools partly driven by certainty Far from Agreement Anarchy Requirements Complex Scrum C o m p l i c a Lean t e Pre-production d Simple Close to Production Agreement Close to Far from Certainty Certainty Technology Iterative Source: Strategic Management and Organizational az by Ralph Stacey in Agile Software Development with Scrum by Ken Schwaber and Mike Beedle. Incremental

  9. Pre-Production vs. Production Pre-production Production Questions/ What is fun? How Build 10 hours of Statements will we build it? it! Goals Correctness Efficiency States of mind Collaboration Flow Iterate and Approach Increment increment Derived from Cooper2008

  10. Lean Game Production Lean game production is a translation of lean manufacturing principles and practices to video game asset production. THe “Deming Cycle”

  11. 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

  12. Why Scrum teams use Lean for production

  13. The problem using Scrum for production End of sprint Audio Model Rig Animate pass Audio Model Rig Animate pass Team fails to achieve goal.... There is work-in-progress (WIP)

  14. The problem using Scrum for production End of sprint Audio Model Rig Model? Animate pass Discipline pools can help, but they promote local optimization, which works against flow

  15. If the work is repeatable... End of sprint Audio Done Model Rig Animate pass Audio WIP Model Rig Done Animate pass Audio Model Rig WIP Done Animate pass Audio WIP Rig Model Done Animate pass Flow

  16. Flow is a state where... • Work is repeatable and predictable • Interruptions are minimized • There is no waiting • Improvements enter quickly

  17. Two tools to help flow • Time boxes • Asset streams

  18. 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

  19. Finding the right time-box Value to Customer Timebox should keep us here Cost

  20. 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

  21. Asset streams Low rez High rez Audio Gameplay Concept geometry geometry layout tuning • 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)

  22. Leveling flow Low rez High rez Audio Gameplay Concept geometry geometry layout tuning 8 8 16 4 8 High rez Gameplay geometry tuning weeks weeks weeks weeks weeks 8 12 High rez geometry weeks weeks 8 weeks Match cycle time for every step to takt time (schedule demand) Eliminate buffers as much as possible

  23. Takt & cycle time Low rez High rez Audio Gameplay Concept geometry geometry layout tuning 8 High rez Gameplay 8 8 geometry tuning weeks weeks weeks 8 High rez geometry weeks 8 weeks A team of 8 would Concept to delivery release a level was 10 months! every 2 months (Cycle time) (Takt Time)

  24. Reduce batch size Low rez High rez Audio Gameplay Concept geometry geometry layout tuning 2 High rez Gameplay 2 2 geometry tuning weeks weeks weeks 2 High rez geometry weeks 2 weeks Takt time = 2 Cycle time = 10 Divide levels into weeks weeks 1/4th “zones”

  25. Handoffs

  26. Reduce handoffs Concept Low rez geometry High rez geometry Audio layout Handoffs create a sense of Gameplay tuning handing-off responsibility Responsibility needs to be carried forward

  27. 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 organizes 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

  28. Scrum vs. Kanban To do Ongoing Done B A C D E F Buffer Ongoing Ongoing Done To do (1) (2) (1) A B C D E F

  29. Buffer ToDo Model Audio Done (1) (4) (2) (1) A B C D E F Asset Asset Asset

  30. Kanban in action ToDo Model Buffer Buffer Rig Animate (3) (1) (1) (1) (1) (1) NPC NPC NPC NPC NPC NPC NPC NPC NPC NPC Model Rig Animate

  31. Summary • Scrum and Lean have similar values • They can be mixed depending on the needs of the project • Level production example saw 56% improvement

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

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