Hands on execution, in the Games industry

Post on 22-Jan-2018

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Transcript of Hands on execution, in the Games industry

Hands on Execution

Experiences and Practical Tools to Execute on Time

Perspectives and biases

• Working agile

• Fast to market

• MVP / MLP

• Learn and adapt

• Analysis and design before production

• Most recent years: F2P and mobile

Being personal

• Present

• Open

• Honest

• Sets a direction

• Takes decisions

• Communicates!

Scope

Business Value is everything!

– Not just about executing, but executing the right things!

Management responsibility

Customer pain

– What is value in Games?

– What is value in Apps?

Basics

• Management/Product Owner responsibility

– Creating and grooming a backlog of issues

– User and Business centered

– Setting priority

• Priority is about creating the most valuable things first!

• What is value?

Business Value + User Value/Time to Produce= VALUE

Backlog example

Communication!

• PO should be available for the team

• All changes should be communicated back from team to PO

• PO should communicate with the whole organisation/stakeholders (not a 1 man army!)

• PO should be no rogue! Scrum master is the point of entry to the team (avoid confusion!)

Better processes + better priorities

=

Better product and better monetization

Some personal experiences, p1

• Working agile’ish, why?

– Using the tools that work for you

• Estimations rather than story points– Who in here works with agile elements in the production?

» Who uses story points?

• Sprints: – Prototyping: 1 week

– Mobile: 2 weeks

– Larger productions: 3-4 weeks

Some personal experiences, p2

• FLOW!

• Keep the sprint length, cut things out in a sprint and have a working version (e.g. On Fridays)

• Rythm: Plan, produce, build, reflect!

• Clear responsibilities: Team, Scrum master, PO

I’m here to help

Jeppe Kilberg Møller

Games, Strategy and Execution

jeppe@kilbergmedia.com

Phone: + 45 30 25 63 00