Wednesday 22 April 2009

Scrum Checklist

Scrum checklist - Henrik Kniberg's blog
"The main target group for this checklist are teams that are relatively new to Scrum and likely to get many things wrong.

Each item is tagged by priority. I consider the priority 1 items to be pretty fundamental, I'd hesitate to even call it Scrum if a company hasn't implemented all those items (or at least has good reasons not to).

When helping companies implement Scrum I normally start by ensuring that all priority 1 items on the checklist are implemented (or intentionally skipped) before even considering priority 2 and priority 3."

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Independent Games Sales for 2008

Independent Games Sales: Stats 101
A presentation for the Indie Games Summit at Game Developers Conference 2009 by Simon Carless.


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Publisher side product owners

Agile Game Development

"Product owners for a video game project using Scrum are usually a member of the development team. The reason for this is that unlike projects outside the game industry, product owners are needed to provide a much higher level of subjective feedback. Does the control of the player feel right? Is a mechanic “fun enough”? This feedback requires daily engagement with the team.

However, in some cases the publisher will require that product ownership be placed in the hands of someone on their staff. This could be an executive producer or someone who works directly with a licensee. In some cases this makes sense. If a licensee wants to maintain oversight or the publisher wants to make sure that their franchise is well tended, then product ownership at the publisher level makes sense.

Unfortunately this usually means that the team loses the day-to-day involvement of product owner. This can lead the project down bad paths. These projects can lead to “iterative and incremental death marches” when there is a reckoning between what the game provides and what the license or franchise owner sees much later.

A solution is to divide up the Product Owner roles..."


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