Lean Game Production

Lean Game Production Clinton Keith - Background Agile c oach and tra iner 24 yea rs of d evelop experi ence ment 14 yea r develo s of game pmen t e...
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Lean Game Production

Clinton Keith - Background Agile c oach and tra iner

24 yea rs of d evelop experi ence ment 14 yea r develo s of game pmen t expe rience 6 year s of ag il experi ence i e developm n the g ent indust ame ry Introdu c indust ed agile to t ry in M h arch 2 e 005

Introduction • More developers are using Scrum • Scrum isn’t the best fit for production, but we don’t want to drop all agile benefits: •

Continual improvement



Collaboration



The focus on value

• Describe how Lean production is used to modify Scrum practices

This talk.... Stages in game development Pre-production

Production Scrum with Lean tools & principles Flow

Scrum

Asset streams Time boxes Kanban

Stages in game development

Agile is phase-less Iteration

Iteration

Iteration

Design

Design

Design

Code

Code

Code

Create Assets

Create Assets

Create Assets

Debug & Tune

Debug & Tune

Debug & Tune

...is game development?

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100%

75% Production Development Design Concept

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We have stages

Process tools partly driven by certainty Far from Agreement Anarchy

Complex Requirements

Co

(fun)

Scrum

m

pl

ic

at e

d Lean

Close to Agreement

Pre-production

Simple Production

Close to Certainty

Source: Strategic Management and Organizational az by Ralph Stacey in Agile Software Development with Scrum by Ken Schwaber and Mike Beedle.

Technology

Far from Certainty

Iterative Incremental

Pre-Production vs. Production Pre-production

Production

Questions/ Statements

What is fun? How will we build it?

Build 10 hours of it!

Goals

Correctness

Efficiency

States of mind

Collaboration

Flow

Approach

Iterate and increment

Increment

Derived from Cooper2008

Lean Game Production Lean game production is a translation of lean manufacturing principles and practices to video game asset production.

The “Deming Cycle”

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

Why Scrum teams use Lean for production

The problem using Scrum for production End of sprint

Model

Model

Rig

Animate

Rig

Animate

Team fails to achieve goal.... There is work-in-progress (WIP)

Audio pass

Audio pass

The problem using Scrum for production End of sprint

Model

Rig

Animate Model?

Audio pass

Discipline pools can help, but they promote local optimization, which works against flow

If the work is repeatable...

End of sprint

Model

Audio pass

Done

Rig

Animate

Audio pass

Done

Model

Rig

Animate

WIP

Model

Rig

WIP

Model

WIP

Animate

Audio pass

Rig

Animate

Done

Audio pass

Flow

Done

Flow is a state where... • • • • •

Work is repeatable and predictable Interruptions are minimized There is no waiting There is no buildup of “inventory” Improvements enter quickly

Three tools to help flow • Time boxes • Asset streams • Kanban

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

Finding the right time-box PDCA/Kaizen

Value to Customer

Timebox should keep us here

Cost

Asset streams Used to visualize and improve flow (simplified value stream maps)

Asset streams Concept



Low rez geometry

High rez geometry

Audio layout

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)

Gameplay tuning

Leveling flow Concept

Low rez geometry

High rez geometry

Audio layout

Gameplay tuning

8 4 weeks

8 weeks

High rez geometry

8 weeks

Gameplay 16 tuning

weeks 8 weeks

High 12rez geometry

weeks

8 weeks Eliminate buffers

when possible, add them when necessary

= Over-production

= Waiting

Match time of every step to meet schedule demand (back and forth)

Takt & cycle time Concept

8 weeks

Low rez geometry

8 weeks

High rez geometry

Audio layout

Gameplay tuning

High rez geometry

8 weeks

Gameplay tuning

High rez geometry

8 weeks A team of 8 would release a level every 2 months (Takt Time)

Concept to delivery was 10 months! (Cycle time)

8 weeks

Reduce total cycle time (10 months) Concept

2 weeks

Low rez geometry

2 weeks

High rez geometry

Audio layout

Gameplay tuning

High rez geometry

2 weeks

Gameplay tuning

High rez geometry

2 weeks

2 weeks Divide levels into 1/4th “zones”

Takt time = 2 weeks

Cycle time = 10 weeks

Handoffs

Reduce handoffs Concept Low rez geometry High rez geometry Audio layout Gameplay tuning

Handoffs create a sense of handing-off responsibility Responsibility needs to be carried forward

Kanban A signaling system used to trigger action

Scrum vs. Kanban To do

Ongoing B C

Done A

D E

F

To do

Ongoing (2)

Buffer Ongoing Done (1) (1) A B

D F

E

C

ToDo (4)

Model (2)

Buffer Audio (1) (1)

Done A

B D F

C

E

Asset

Asset

Asset

Kanban in action ToDo (3)

Model (1)

Buffer (1)

Rig (1)

Buffer (1)

NPC NPC NPC NPC

NPC

Animate (1)

NPC

NPC NPC NPC

NPC

Model

Rig

Animate

Summary • Scrum and Lean have similar values • They can be mixed depending on the needs of the project • Level production example saw 56% improvement • Focus on takt and full cycle times

Finally... • For more information •

www.ClintonKeith.com

• Book out in Q1 2010 • CSM4VG Class Wednesday & Thursday • Questions?