This is the English translation of 애자일 게임 개발 적용 사례.

Note:
  • At this point(May 2nd, 2007), MAIET Entertainment is the only game developer acknowledged using Agile game development in Korea, although there is a rumor telling that other several companies like (some teams in) NC Soft are using it.
  • Don't hesitate to notify me broken English in this translation.

I presented the case study of my project by using Clinton Keith's Agile Game Development translated by Kay Kim and Chang-joon Kim's Agile culture before Dev Rookie's members on  last Sat. (2007/04/28)

Issues;
  • Adopted Agile methodology(esp. Scrum) since Nov. 2006.
  • Started small. (Never try to convert the entire studio overnight.)
  • Adjusted Agile game development to our team, not followed it as dogma.
  • Not forced team members into Agile game development.
  • Tried to build Agile culture first: planning game, penalties, seminars, changing roles and analogue practices.
  • Didn't focus on doing Agile practices, but making a fun game.
  • Continuous trials and errors.
  • Trying to raise the frequency of using Pair Programming and TDD

Scrum;
  • Team size: 10 programmers.
  • Customer: the director of our own.
  • Sprint length: 1 month
  • Sprint planning meetings
  • Daily scrums
  • Reviewed user story every Mon. Short demonstration.
  • Sprint review

Challenges;
  • All the members were not good at Agile game development. (Never trained before.)
  • Had difficulty estimating
  • The scrum team wasn't self-contained. No participation of game designers and artists yet.
  • Less efficient user story reviewed by the customer: caused frequent redos on completed user stories.
  • Members' low motivation toward Agile game development.
  • Communication is still a problem: we need to talk more.

사용자 삽입 이미지

It's almost same as the thing from How to Schedule a Montly Plan, but something were changed;
  • Programmers and game designers wrote user stories together.
  • Wrote detailed tasks of a user story on post-it and post next to the user story.
  • A person in charge of each task wasn't defined in advance, but just before the task began.

사용자 삽입 이미지

Actively utilized a white board and a post-it. The picture above is a scene from  the game design discussion that I, a game designer and a programmer attended.


사용자 삽입 이미지

You can see detailed information about the picture above from Our War Room. The upper part of "Done!" is about the completed tasks in this iteration and the lower part is about the last iteration. Planning "To Do" for this iteration was meaningless for too frequent changes of "To Do". So, we decided to list only the completed tasks in this iteration. (Once we had reported what each team members did in the last iteration, but we replaced the report with the list of completed tasks.)

Added the day tasks began and ended post-its including description, memo, worker, estimates and priority.

사용자 삽입 이미지

The burndown chart of Feb. 2007.


Its velocity was 2.3 based on five-day-iteration, and the problem is unstable velocity.

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Code Guardian이라는 제목의 이 동영상은, 독일 제3제국의 비밀 병기와 미국의 Code Guardian이 실감나게(?) 싸우는 장면을 보여줍니다.

잼나게 보고 끄려던 찰나, Credit에 "Factor 5"가 지나가는 것이 아닙니까! Factor 5라면 Star Wars: Rouge Squadron를 만든 그 회사! 이 동영상을 Factor 5에서 녹음했다고 나오는군요.

알고 보니 Marco Spitoni라는 제작자는 이탈리아의 소재의 Milestone이라는 개발사에서 일했다는군요. 그의 홈페이지 http://www.cee-gee.net 에 가면 두 편의 동영상이 더 있습니다.

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애자일 게임 개발에 자주 사용되는 XP의 중요한 요소 중 하나인 사용자 스토리에 대해 좋은 글이 있어서 Trackback을 합니다.

사용자 스토리   by writely (2007/01/10)

왜 사용자 스토리? by writely (2007/02/12)


참고로 사용자 스토리: 고객 중심의 요구사항 기법이라는 책이 발간되어 있습니다.
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