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An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

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Page 1: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?
Page 2: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

An Agile Retrospective

Clinton Keith

Page 3: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Overview

• Retrospective format• What works (clear wins)?• What doesn’t work so well?• What do we need to start doing?

• Info gathered from developers• Talent and leadership still # 1

Page 4: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Things That Work

Page 5: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Iteration• Making things “potentially done” on a frequent

and regular basis• Inspect and adapt• The “heartbeat” of an agile process

• Discover/prove what is fun • Expose risk • Refine your plans• Better communications with your customer

• Reduced cost of fix now vs. fix later

Page 6: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Time-boxing

• Iterations are a timebox, but content can be time-boxed within an iteration as well.

• Quality is a variable that the customer should judge based on cost

• Especially good in production, but need to adjust timebox for quality & improvements

• "Perfect is the enemy of good enough"

A time-box is a fixed length of time given to produce results. The results are variable.

Page 7: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Agile and Leadership• The role of leadership

in an agile culture shift to a mentoring/support role from a command and control role

• Creating ownership• Unity of vision on large

teams• Leads from the front

Page 8: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Sprint

Release

Priority

High

Low

Future Releases

Value

Cost

Risk

Knowledge

Prioritized Planning

Lower priority features might get dropped

Page 9: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Retrospectives• Valuable at every level

• Team• Project• Company

Page 10: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Tools That Help Planning

Page 11: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Mind Maps

• Tool for hierarchical knowledge analysis and breakdown

• Great for large team planning

• Can export to any format• We use MindManager

from MindJet

Page 12: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Value Stream Maps• Map out work flow• Focus on waste reduction• Great for asset production• Translate directly to enhanced Scrum (Kanban) task-

boards• Show the value of collaboration• Reduced level production costs by 56% using this

S c r ip tC o n c e p t t r e a t m e n t s

f o r e n v ir o n m e n t sE n v S et

D ef in it io nL o w R ez lev e l C o n c ep t P as s L ig h tin g P o lis hD es ig n T u n in gP ath s /G am ep lay

E n v S etC r ea tio n

Page 13: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Extreme Programming• TDD

• What is TDD?• Benefits

• Automated testing• Continuous integration• Bourne Conspiracy hit Alpha

with very few technical risks• Pair Programming?

• What is pair programming• Benefits• Challenges

Average Time that Bourne Build is Green(Average of the UE3 PC-Release / Bourne Functional Tester)

0.00%

10.00%

20.00%

30.00%

40.00%

50.00%

60.00%

70.00%

80.00%

90.00%

100.00%

Page 14: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

What Hasn't Worked So Well

Page 15: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Adoption issues

• Silver bullet mentality• XP is controversial• External pressures

• Management• Publisher

Apprentice Journeyman Master

• Scrum is hard• Changing practices from the start

can backfire

Page 16: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Agile for Artists and Designers

• The shortcomings of Scrum

• Real flow is more complex

• Specialists vs. generalists

• There are no XP-like practices for artists and designers

• Lean and Kanban may be the answer

Page 17: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Large teams

• Division by discipline doesn’t work as well as cross-disciplined teams

• A large team can lack a sense of ownership across many teams

• Creating local areas of ownership can lead to fractured vision

Page 18: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Long Term Agile Planning

• Not an exact fit for video game development

• Creates fear with external customers

• Has created a pre-production/production divide on planning

• Agile vs. Waterfall

Page 19: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Agile PlanningIdeal Waterfall

0%

10%

20%

30%

40%

50%

60%

70%

80%

90%

100%

Design Preproduction Production Alpha Beta

Debug/Optimize

Tune

Asset Creation

Code

Planning

Page 20: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Agile PlanningActual Waterfall

0%

10%

20%

30%

40%

50%

60%

70%

80%

90%

100%

Design Preproduction Production Alpha Beta

Debug/Optimize

Tune

Asset Creation

Code

Planning

Page 21: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Agile PlanningIdeal Agile

0%

10%

20%

30%

40%

50%

60%

70%

80%

90%

100%

Release#1

Release#2

Release#3

Release#4

Release#5

Release#6

Release#7

Release#8

Release#9

Release#10

Debug/Optimize

Tune

Asset Creation

Code

Planning

Page 22: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Agile PlanningGame Dev Agile

0%

10%

20%

30%

40%

50%

60%

70%

80%

90%

100%

PrePro

ducti

on #

1

PrePro

ducti

on #

2

PrePro

ducti

on #

3

Produ

ctio

n #1

Produ

ctio

n #2

Produ

ctio

n #3

Produ

ctio

n #4

Alpha

/Bet

a

Debug/Optimize

Tune

Asset Creation

Code

Planning

Page 23: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Agile and Publishers

• 3rd party change is harder• Switching from planned to iterative

• Ease them into it• Plans can co-exist with iteration

• Product owner education• A bad product owner can kill a project• Leveraging the value of agile teams

Page 24: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

What we need to start doing (new/more/better)

Page 25: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Improve transition

• Agile Transition Strategies• Coaching & Certification

Page 26: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Agile Transition Strategies• Bottom Up or Top Down?

• Beachhead team• Low cost & risk• Takes more time• How to spread?• Creates influence• Easier to adopt and try all practices

• Entire company• Requires more coaching• Takes less time• More cost & risk• Usually requires command and control• Inspecting and adapting harder

• An agile transition requires leadership

Page 27: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Coaching & Certification

• Reading a book is not enough

• The value is not the “certificate”, but the standard of instruction.

Page 28: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Lean• Derived from TPS• Focuses on waste• More suitable for asset

production than Scrum but compatible.

• By looking at the whole stream and standards that are continually improved by everyone, it encourages a culture of continual improvement.

Page 29: An Agile Retrospective Clinton Keith Overview Retrospective format What works (clear wins)? What doesn’t work so well? What do we need to start doing?

Conclusion

• www.AgileGameDevelopment.com• www.MountainGoatSoftware.com

Questions?