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Embedding a
Scrum Culture
Harvey Wheaton
Studio Director
About Me
Worked in several industries
Pharmaceuticals/manufacture (ICI/Astra Zeneca)
Retail Banking (BoS)
Public Sector (UK Sports Council)
Consulting (Cap Gemini)
Investment Banking (JP Morgan)
Encountered many methodologies, mostly waterfall
Also seen process improvement initiatives, good and bad, using BPR, CMM and Six Sigma

Joined Electronic Arts (EA) in 2003 – scrum-like environment
Discovered scrum around 2005, took Mike‟s class in 2006
Left EA to start up Supermassive Games Sept 2008
Have been embedding Scrum into this new organisation since then
The Games Industry

It‟s entertainment!
Review-score driven
Hit product mentality
Everyone‟s a consumer
On-line is becoming more important
New casual and social players
Developing Games
Creative, organic process
Requirements are discovered as we go
Continuous invention, R&D
Many disciplines need to work together
Talking to each other is crucial
Rapid iteration gets us to quality
It‟s all about what you can play – the software
“Public & physical” works very well for us
About Our Company
Games development studio
Established Sept 2008
Located in Guildford, near London
Today = 70 employees
Working primarily with Sony
Two PlayStation3 titles + 1 PC title published
Plus lots of downloadable content (LittleBigPlanet)
Today, working on 4+ projects
Our Projects
Typically 12-18 months duration
3 distinct phases

Pre-Production          Production           Final
Target is a games console (PlayStation 3)
Still Largely retail, boxed product
Market shifting to online, service-focused
Plus smaller, quick, e.g. Mobile
Our Teams
Typically 10-25 people


Multi-discipline                         Exec
•   Code
•   Art                    Designers
•   Design
                                         Engineers
•   Audio                      Artists
•   And more...


Often highly specialised
Scrum for Us
Key Elements
Two week sprints, shortening towards final
Cross-discipline teams
No single Product Owner
Physical planning (cards and boards)
Estimating the product backlog using relative (story) points
Estimating in days at task level within each sprint
Daily stand-ups
Emergent scrum masters from all disciplines
Continuous Integration
Builds reviewed daily
Software-focused sprint reviews
Self Organising Teams...
Our Two-Week Cycle



Refresh
  the            Agree
backlog      priorities and   Plan the       Review       Run the   Sprint
               high level      sprint:      Sprint Plan    Sprint   Review
                                - Goals
                                - Tasks
 Update          goals
high level
   plan
Embedding a Scum Culture
Key Factors For Us
      “People will make important what you pay attention to”
      (Mike Laddin, Leaderpoint )


1.   Environment, culture, organisation
2.   Rapid iteration
3.   Public, physical, visual
4.   It‟s all about the software
5.   Inspect, listen and adapt
Team Maturity Growth
 March
 2010




April                                                     October
2011                                                       2009




         Hershey and Blanchard’s Situational Leadership
1. Environment, culture, organisation
    “Build projects around motivated individuals.
   Give people the environment and support they
       need, and trust them to get the job done.”
                         (Agile Manifesto - Principles)
Creating a Deliberate Culture*
                                      Team
                              Clear communication
                             Open and honest critique
                                    Decisive
                        Make mistakes early and cheaply
First draft of our   Respect and support each other as a team

studio values from                  Individuals
                                   Ownership
October „08                        Leadership
                                    Flexibility
                                   Contribution

                                     Process
                                  Goal driven
                                Continual review
                                Software focused
                               Enables not hinders
                        *Rather than letting one form accidentally
Culture
• Hiring the right people
• Using the language of the values
• Letting go of the right people
• Culture and Scrum induction for all new starters
• Office layout and seating
• Emphasis on delivery as a team and as studio
• Careful and inclusive language, continually reinforced
    •   “We” not “he”, “she”, “it” or “they”
• “Public and Physical” e.g. Planning and design
• Daily software reviews
• Story telling
• Regular and honest communication, in person
Organisational Structure
 “Every system is perfectly designed to get the results it gets”

• Cross discipline teams
• Expect flexibility right from the interview
  – People not pigeon-holed into narrow roles
• Minimal hierarchy, no managers
  – Studio Exec, Senior Staff, non-Senior staff
• Scrum masters emergent within the teams
Simple, Flat Structure

Design                        Technical
             Art Director
Director                       Director

 Senior                        Senior
             Senior Artists
Designers                     Engineers
 Designers       Artists       Engineers
2. Rapid Iteration
     “Even a Great
       Masterpiece
             Starts
     with a Sketch”
What Matters to Us
•   Playing the software as early as we can
•   Make mistakes quickly and at low cost
•   Number of iterations, not the amount of time
•   Working from low fidelity to high fidelity
•   Fast, cheap, public and physical
•   Visual
Working low to high fidelity
Physical Prototyping
Storyboards
Defining Done
                                              Having a Strategy for Iterations

Visual and Audio Fidelity




                                In-Game




                            1             3               4   Game Play Fidelity   5
                                     2
Defining Our Iteration Stages
                                                   1 “Sketch”
 Exploration (working out what we‟re going to do, not necessarily how), rapidly working in low fidelity to test ideas and
should be as cheap and expendable as possible. As well as artwork, this can mean a code ‟sketch‟, a design outline, a
                                           low-fidelity/paper prototype etc.


                                                 2 “Commit”
Stage 2 is a key commitment stage as up to this point we have spent about 1/3 of the total we could spend so throwing
away is relatively inexpensive. This is therefore the point where we are ready to commit - we know how we are going to
 achieve the goal and have shown enough to prove it. At this stage we should have a „good draft‟, certainly something
                                  playable but with low fidelity or placeholder art/audio.


                                                 3 “Testable”
 Functionality/gameplay is complete and the game plays well and is finished enough to complete a full play through. It is
testable by someone with no prior knowledge of the game e.g. Focus test or QA. It should take little or no imagination at
 this stage to see what the final game will be. Art and audio will not be finished at this stage but uses representative and
        not just placeholder assets and is a significant progression from the low-fidelity assets at the commit stage.
Sample (Team-Specific) Checklist
                         Stage 3 – Testable
Functionality/gameplay is complete, the game is in the flow and scoring and
 messaging are functional. Art and audio will not be finished at this stage but
                 will representative and not just placeholder.


                               Checklist
                      The game is included in the flow
                     All player messages are provided:
                                  Start of game
                                In-game feedback
                                   End of game
                               Scoring works
3. Software, software, software
      “We have come to value working
        software over comprehensive
                      documentation”
      “Working software is the primary
                measure of progress.”
                       (Agile Manifesto)
Software as the Measure of Progress
•   Continuous integration
•   On-demand builds for anyone on the team
•   Disks made every day
•   „Drop-in‟ build review every day
•   Has driven an emphasis on our build tools
•   “Fix major issues immediately” culture


•   Sprint reviews are software led
•   Conversations happen around software
•   Has to be in the build (on disk) to count
•   Outlawing a „works on my machine‟ culture
4. Inspect, listen and adapt
 “At regular intervals, the team reflects
on how to become more effective, then
        tunes and adjusts its behaviour
                            accordingly.”
          (Agile Manifesto - Principles)
“Insanity is doing the same thing
over and over again and expecting
    different results.” (Albert Einstein?)
Actively Encourage Ideas and
                 Challenges to the Status Quo

•   Make improvement everyone‟s responsibility
•   Keep repeating this message
•   Actively seek feedback opportunities
•   Tell stories to foster the culture
•   Expect emergent behaviour
•   Accept a degree of divergence in process
Build It Into the Process



 • Sprint Review
 • Team Retrospective
 • Exec Retrospective
Any Excuse for a Conversation!
Good Old Email
From: Rob Dodd [mail to:r.dodd@supermassive games.com]
Sent: 26 March 2009 12:18
To: ' Jona tha n Amor'; ' Harve y W heaton'
Subject:

Hi guys,

Just a few thoughts I’ve had about how we’re working, and (hopefully) how we can improve a bit.
You’re possibly already thought of most of this, and some of it is quite possibly bollocks. As always,
feel
One Year Retrospective
• What works well on your team?
• What could be improved?
• What should we do more/less
  of as a studio?
• What gets in the way or
  frustrates you?
• What are you worried about
  looking ahead?



This is NOT an appraisal – it’s an excuse to
            have a conversation
Some of our Process Experimentation


                    • Visual Story
                         Cards
40
Some of our Process Experimentation



                     • Physical
                       board for
                        feature
                         status
                       tracking
Goal/Story Cards
Consequences
•   It takes a lot of energy and enthusiasm to keep momentum
•   Takes time for some people to adapt
•   Previous culture, experience of Scrum, expectations
•   Responsibility for individuals feels big
•   Some people don‟t like this – can feel scary!
•   Rapid feedback
•   Rapid decision making – true delegation
•   Worries about scaling significantly reduced
•   The process is always evolving and sometimes unexpectedly
•   The teams start to own it
•   People enjoy their work 
Questions?
Our Teams Feel Self-Organising
•   They are involved in the decision about the goals are for the
    next sprint
•   They decide how best to achieve the goals
•   They create the sprint plan
•   They decide on the sprint length
•   They negotiate for resource when needed
•   They take responsibility for delivering
•   They remove their own impediments where possible
•   They manage themselves throughout the sprint
•   They inspect and they adapt the process
The Sprint Review
• At the end of each sprint
        • Team plus Exec attend
        • Anyone else welcome to come along as observers
• Review what has been achieved – software as the measure
        • Guided by the sprint goals
• Reflect on what didn’t get done and why
        • Anything we want to do differently next sprint?
• Collect velocity data (e.g. points achieved)
• Start to consider what the priorities are for the next sprint
Our Game Can Be Played
• Play it as often as possible (several times a day)
• Polish it - make it better and more fun (easy?)
• Test and test it – everyone on the team
• Fix all the bugs - love QA
• Localise it into different languages (often 15+)
• Finalise Logos, manuals and packaging
• Become part of marketing (advertising, shows
  etc)
• Send it to Manufacturing!!
Stage 1 - Sketch
Exploration (working out what we’re going to do, not
necessarily how), rapidly working in low fidelity to test
 ideas and should be as cheap and expendable as
                      possible.

As well as artwork, this can mean a code ’sketch’, a
 design outline, a low-fidelity/paper prototype etc.
Stage 2 - Commit
  A key commitment stage as up to this point we have
spent about 1/3 of the total we could spend so throwing
            away is relatively inexpensive.

This is therefore the point where we are ready to commit -
  we know how we are going to achieve the goal and
               have shown enough to prove it.

  At this stage we should have a ‘good draft’, certainly
 something playable but with low fidelity or placeholder
                        art/audio.
Stage 3 - Testable
Functionality/gameplay is complete and the game plays
   well and is finished enough to complete a full play
    through. It is testable by someone with no prior
               knowledge of the game e.g.

Focus test or QA. It should take little or no imagination at
   this stage to see what the final game will be. Art and
        audio will not be finished at this stage but uses
  representative and not just placeholder assets and is a
 significant progression from the low-fidelity assets at the
                        commit stage.
Stage 4 - Alpha
By Alpha, the game or feature is potentially shippable and
       is submitted to your publishers First Party QA.

 Whilst the game as a whole could not ship at this point,
         any individual feature could if we had to.

   Initially, getting things to Alpha is based on an agreed
 and prioritised list of work. Increasingly during this stage
   the focus shifts to daily iterations based on continuous
prioritisation to ensure focus on the weakest aspects of the
                               game.
Stage 5 - Final
All functionality, visuals and audio complete and
                      shippable.

                  Zero bugs...

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Embedding a Scrum culture avec Harvey Wheaton, Scrum Alliance

  • 1. Embedding a Scrum Culture Harvey Wheaton Studio Director
  • 2. About Me Worked in several industries Pharmaceuticals/manufacture (ICI/Astra Zeneca) Retail Banking (BoS) Public Sector (UK Sports Council) Consulting (Cap Gemini) Investment Banking (JP Morgan) Encountered many methodologies, mostly waterfall Also seen process improvement initiatives, good and bad, using BPR, CMM and Six Sigma Joined Electronic Arts (EA) in 2003 – scrum-like environment Discovered scrum around 2005, took Mike‟s class in 2006 Left EA to start up Supermassive Games Sept 2008 Have been embedding Scrum into this new organisation since then
  • 3. The Games Industry It‟s entertainment! Review-score driven Hit product mentality Everyone‟s a consumer On-line is becoming more important New casual and social players
  • 4. Developing Games Creative, organic process Requirements are discovered as we go Continuous invention, R&D Many disciplines need to work together Talking to each other is crucial Rapid iteration gets us to quality It‟s all about what you can play – the software “Public & physical” works very well for us
  • 5. About Our Company Games development studio Established Sept 2008 Located in Guildford, near London Today = 70 employees Working primarily with Sony Two PlayStation3 titles + 1 PC title published Plus lots of downloadable content (LittleBigPlanet) Today, working on 4+ projects
  • 6. Our Projects Typically 12-18 months duration 3 distinct phases Pre-Production Production Final Target is a games console (PlayStation 3) Still Largely retail, boxed product Market shifting to online, service-focused Plus smaller, quick, e.g. Mobile
  • 7. Our Teams Typically 10-25 people Multi-discipline Exec • Code • Art Designers • Design Engineers • Audio Artists • And more... Often highly specialised
  • 9. Key Elements Two week sprints, shortening towards final Cross-discipline teams No single Product Owner Physical planning (cards and boards) Estimating the product backlog using relative (story) points Estimating in days at task level within each sprint Daily stand-ups Emergent scrum masters from all disciplines Continuous Integration Builds reviewed daily Software-focused sprint reviews Self Organising Teams...
  • 10. Our Two-Week Cycle Refresh the Agree backlog priorities and Plan the Review Run the Sprint high level sprint: Sprint Plan Sprint Review - Goals - Tasks Update goals high level plan
  • 11. Embedding a Scum Culture
  • 12. Key Factors For Us “People will make important what you pay attention to” (Mike Laddin, Leaderpoint ) 1. Environment, culture, organisation 2. Rapid iteration 3. Public, physical, visual 4. It‟s all about the software 5. Inspect, listen and adapt
  • 13. Team Maturity Growth March 2010 April October 2011 2009 Hershey and Blanchard’s Situational Leadership
  • 14. 1. Environment, culture, organisation “Build projects around motivated individuals. Give people the environment and support they need, and trust them to get the job done.” (Agile Manifesto - Principles)
  • 15. Creating a Deliberate Culture* Team Clear communication Open and honest critique Decisive Make mistakes early and cheaply First draft of our Respect and support each other as a team studio values from Individuals Ownership October „08 Leadership Flexibility Contribution Process Goal driven Continual review Software focused Enables not hinders *Rather than letting one form accidentally
  • 16. Culture • Hiring the right people • Using the language of the values • Letting go of the right people • Culture and Scrum induction for all new starters • Office layout and seating • Emphasis on delivery as a team and as studio • Careful and inclusive language, continually reinforced • “We” not “he”, “she”, “it” or “they” • “Public and Physical” e.g. Planning and design • Daily software reviews • Story telling • Regular and honest communication, in person
  • 17. Organisational Structure “Every system is perfectly designed to get the results it gets” • Cross discipline teams • Expect flexibility right from the interview – People not pigeon-holed into narrow roles • Minimal hierarchy, no managers – Studio Exec, Senior Staff, non-Senior staff • Scrum masters emergent within the teams
  • 18. Simple, Flat Structure Design Technical Art Director Director Director Senior Senior Senior Artists Designers Engineers Designers Artists Engineers
  • 19. 2. Rapid Iteration “Even a Great Masterpiece Starts with a Sketch”
  • 20. What Matters to Us • Playing the software as early as we can • Make mistakes quickly and at low cost • Number of iterations, not the amount of time • Working from low fidelity to high fidelity • Fast, cheap, public and physical • Visual
  • 21. Working low to high fidelity
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  • 27. Defining Done Having a Strategy for Iterations Visual and Audio Fidelity In-Game 1 3 4 Game Play Fidelity 5 2
  • 28. Defining Our Iteration Stages 1 “Sketch” Exploration (working out what we‟re going to do, not necessarily how), rapidly working in low fidelity to test ideas and should be as cheap and expendable as possible. As well as artwork, this can mean a code ‟sketch‟, a design outline, a low-fidelity/paper prototype etc. 2 “Commit” Stage 2 is a key commitment stage as up to this point we have spent about 1/3 of the total we could spend so throwing away is relatively inexpensive. This is therefore the point where we are ready to commit - we know how we are going to achieve the goal and have shown enough to prove it. At this stage we should have a „good draft‟, certainly something playable but with low fidelity or placeholder art/audio. 3 “Testable” Functionality/gameplay is complete and the game plays well and is finished enough to complete a full play through. It is testable by someone with no prior knowledge of the game e.g. Focus test or QA. It should take little or no imagination at this stage to see what the final game will be. Art and audio will not be finished at this stage but uses representative and not just placeholder assets and is a significant progression from the low-fidelity assets at the commit stage.
  • 29. Sample (Team-Specific) Checklist Stage 3 – Testable Functionality/gameplay is complete, the game is in the flow and scoring and messaging are functional. Art and audio will not be finished at this stage but will representative and not just placeholder. Checklist The game is included in the flow All player messages are provided: Start of game In-game feedback End of game Scoring works
  • 30. 3. Software, software, software “We have come to value working software over comprehensive documentation” “Working software is the primary measure of progress.” (Agile Manifesto)
  • 31. Software as the Measure of Progress • Continuous integration • On-demand builds for anyone on the team • Disks made every day • „Drop-in‟ build review every day • Has driven an emphasis on our build tools • “Fix major issues immediately” culture • Sprint reviews are software led • Conversations happen around software • Has to be in the build (on disk) to count • Outlawing a „works on my machine‟ culture
  • 32. 4. Inspect, listen and adapt “At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behaviour accordingly.” (Agile Manifesto - Principles)
  • 33. “Insanity is doing the same thing over and over again and expecting different results.” (Albert Einstein?)
  • 34. Actively Encourage Ideas and Challenges to the Status Quo • Make improvement everyone‟s responsibility • Keep repeating this message • Actively seek feedback opportunities • Tell stories to foster the culture • Expect emergent behaviour • Accept a degree of divergence in process
  • 35. Build It Into the Process • Sprint Review • Team Retrospective • Exec Retrospective
  • 36. Any Excuse for a Conversation!
  • 37. Good Old Email From: Rob Dodd [mail to:r.dodd@supermassive games.com] Sent: 26 March 2009 12:18 To: ' Jona tha n Amor'; ' Harve y W heaton' Subject: Hi guys, Just a few thoughts I’ve had about how we’re working, and (hopefully) how we can improve a bit. You’re possibly already thought of most of this, and some of it is quite possibly bollocks. As always, feel
  • 38. One Year Retrospective • What works well on your team? • What could be improved? • What should we do more/less of as a studio? • What gets in the way or frustrates you? • What are you worried about looking ahead? This is NOT an appraisal – it’s an excuse to have a conversation
  • 39. Some of our Process Experimentation • Visual Story Cards
  • 40. 40
  • 41. Some of our Process Experimentation • Physical board for feature status tracking
  • 43. Consequences • It takes a lot of energy and enthusiasm to keep momentum • Takes time for some people to adapt • Previous culture, experience of Scrum, expectations • Responsibility for individuals feels big • Some people don‟t like this – can feel scary! • Rapid feedback • Rapid decision making – true delegation • Worries about scaling significantly reduced • The process is always evolving and sometimes unexpectedly • The teams start to own it • People enjoy their work 
  • 45. Our Teams Feel Self-Organising • They are involved in the decision about the goals are for the next sprint • They decide how best to achieve the goals • They create the sprint plan • They decide on the sprint length • They negotiate for resource when needed • They take responsibility for delivering • They remove their own impediments where possible • They manage themselves throughout the sprint • They inspect and they adapt the process
  • 46. The Sprint Review • At the end of each sprint • Team plus Exec attend • Anyone else welcome to come along as observers • Review what has been achieved – software as the measure • Guided by the sprint goals • Reflect on what didn’t get done and why • Anything we want to do differently next sprint? • Collect velocity data (e.g. points achieved) • Start to consider what the priorities are for the next sprint
  • 47. Our Game Can Be Played • Play it as often as possible (several times a day) • Polish it - make it better and more fun (easy?) • Test and test it – everyone on the team • Fix all the bugs - love QA • Localise it into different languages (often 15+) • Finalise Logos, manuals and packaging • Become part of marketing (advertising, shows etc) • Send it to Manufacturing!!
  • 48. Stage 1 - Sketch Exploration (working out what we’re going to do, not necessarily how), rapidly working in low fidelity to test ideas and should be as cheap and expendable as possible. As well as artwork, this can mean a code ’sketch’, a design outline, a low-fidelity/paper prototype etc.
  • 49. Stage 2 - Commit A key commitment stage as up to this point we have spent about 1/3 of the total we could spend so throwing away is relatively inexpensive. This is therefore the point where we are ready to commit - we know how we are going to achieve the goal and have shown enough to prove it. At this stage we should have a ‘good draft’, certainly something playable but with low fidelity or placeholder art/audio.
  • 50. Stage 3 - Testable Functionality/gameplay is complete and the game plays well and is finished enough to complete a full play through. It is testable by someone with no prior knowledge of the game e.g. Focus test or QA. It should take little or no imagination at this stage to see what the final game will be. Art and audio will not be finished at this stage but uses representative and not just placeholder assets and is a significant progression from the low-fidelity assets at the commit stage.
  • 51. Stage 4 - Alpha By Alpha, the game or feature is potentially shippable and is submitted to your publishers First Party QA. Whilst the game as a whole could not ship at this point, any individual feature could if we had to. Initially, getting things to Alpha is based on an agreed and prioritised list of work. Increasingly during this stage the focus shifts to daily iterations based on continuous prioritisation to ensure focus on the weakest aspects of the game.
  • 52. Stage 5 - Final All functionality, visuals and audio complete and shippable. Zero bugs...