A Ottarsson Production No Passport...

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Page 1: A Ottarsson Production No Passport Requiredtwvideo01.ubm-us.net/.../A_Ottarsson_Production_No_Passport_Req… · Where Agile becomes Fragile • Art and asset creation – Getting
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Global Agile Game Development:G oba g e Ga e e e op e t:

No Passport Required

Aðalsteinn “Alli” Óttarsson

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Who am I ?

• Aðalsteinn “Alli” Óttarsson• Sr. Technical Producer

• Core Technology Group

• Joined CCP in 2001 

• Originally a programmer turned producer

• I have contributed to all the EVE Online releases– and all the game projects we are currently g p j y

working on.

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13 years ago ...

Reynir, our founder, had an idea about y , ,spaceships ...

... flown by hundreds of thousands of ( l) l th i t t i th(real) people over the internets in the same universe

... and everybody would pay us monthly y y p y yfor flying them

... and he was requesting $5 million to k imake it

... in a 300,000 people country which predominant industry was fishing.predominant industry was fishing.

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Sounds crazy?

“Venturing on a project so massive in scope so unprecedented andin scope, so unprecedented and unproven in so many ways, is only done by either madmen or idiots…”

“…We were probably both.”- REYNIR HARDARSON, creative director and

founder of CCP

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CCP Overview

CCP employees are spread between four offices in three continents

Iceland / Reykjavík

d

650

600

700Number of CCP Employees

Headquarters

~280 Employees

China / Shanghai

~100Employees

USA / Atlanta261

353

451

300

400

500

600

/

~175 Employees

UK / Newcastle

~17 Employees

UK / London16 20 25 40 53 70

152

0

100

200

Location of servers

CCP employees represent over 20 nationalities

2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 YEE

The number of languages spoken by employees exceed 30

Melding the best of art, science, operations and business talent

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Global Development

Atlanta Shanghai

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EVE Online

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EVE Online Expansions

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EVE Online Expansions

• Over 120 Developers

• 3 Offices in 3 Continents

• Biggest EVE Expansion to Date

Sh t d l t ti• Shorter development time than previous expansions

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Transition  EVE to Agile

Game design idea

Rough game design 24 hoursg g g

Approved by lead game designer

Refined game design2 weeks

Scheduled for production

Engineer reviewed

2 weeks

Implementation

Feature testing 

P bli iPublic testing

Regression testing

ApprovedSCRUM 

Approved

Released to operationTEAMS

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Large‐scale organization

Product BacklogProduct Managersg

Product Owner

Product Owner

Product Owner

Product Owner

Product Owner

Team Team Team Team Team

Scrum Master

Scrum Master

Scrum Master

Scrum Master

Scrum Master

Scrum of Scrums

Agile Transition Team

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Shorter More Frequent Releases

• 4 – 5 Sprints plus a hardening sprint• Hardening sprints are for polish

• No new feature development

• Focus around clear release goals• Focus around clear release goals • Teams define, build, and verify f

ProjectRoadmap

features or components

• Output stable polished Releasevertical slice of the

productSprint

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Shorter More Frequent Releases

Current Sprint

Current ReleaseRelease

Product / Release

Roadmap

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Product Roadmaps

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Release Plan

Release 3 Release 4 Release 5 Release 6NYX

1. Mar– 21. May TBD

31. May – 13. AugTBD

23.Aug – 12. NovTBD

22. Nov– 10. Feb

March April May June July Augus Septem October Novemb Decemb January Februar

2010 2011

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Release Plan

Sprint 1

Sprint 2 13 Aug

Sprint 3

g

Sprint 4

Hardening Sprintg p

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Release Plan

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Release Plan

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Features & Stories

Major Feature

Major Feature (Epic)

Sub Feature

Sub FeatureStories

Stories

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Features & Stories 

FEATURE MuSCoW Analysis

…F1 F2 F3 FN

MUST HAVEMust Have

SHOULD HAVE Should Have

COULD HAVE Could Have

Won’t Have

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Features & Stories 

SPRINT 1: <TEAM NAME>FEATURE

F1F1 F2 F3 FN

MUST HAVEF2SHOULD HAVE

F3

COULD HAVE

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Release Planning Day

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Release Planning Day

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Release Planning Day

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Release Planning Day

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Release Planning Day

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Synchronized Iteration Cadance

Sprint Team

Sprint Team

Product Backlog

Sprint Team

Sprint Team

Sprint Team

Sprint TeamIntegrated Demo

pIntegrated DemoPlayable MMO

2 Weeks

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Global Sprint Review

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Global Sprint Review

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Global Demo via HD Video Conference

Full motion  720p  / 30 fps

MPLS Network Infrastructure

HD720p

MPLS Network Infrastructure

Content and presenterM

PLS

10m

bps

MPL

S 20

mbp

s

HD

720p

HD720p

Locally streaming in all offices.

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Release Boundary

• Hardening sprints.Hardening sprints.– Stabilization and polishing.

– Large scale tests.

– Not a duping ground for sloppy work.eg.  Bug‐fixing,  Tuning, Balancing.

• Release overheadCreating patches & Installers– Creating patches & Installers

– Uploading to CDN and verifying

– Updating game clusterp g g

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Road to success

• Empowered Teamsp

• Self managing and self organizing 

• Release Planning by the teams

• Shorter more frequent releases

• Tools that scale

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Active Subscribers

340000

360000

280000

300000

320000

240000

260000

280000

PCU Record March 15th

53 850

PCU Record January 24th

56,817

200000

220000

53,850

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2009 Game of the year awards

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FOCUSFOCUS

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The Scrum Values

COMMITMENTOPENNESS

COMMITMENTOPENNESS

FOCUSFOCUSRESPECTRESPECTCOURAGECOURAGE

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Where Agile becomes Fragile

• Maintaining Architectural IntegrityMaintaining Architectural Integrity– Agile methods promote emergent architecture.architecture.

– What happens when architecture emerges from a dozen teams.

– The role of the Technical Director / Architect.

– Peer reviews, Teams cross reviews.Peer reviews,  Teams cross reviews.

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Where Agile becomes Fragile

• Art and asset creationArt and asset creation – Getting art, assets, levels or content “Done” in a Scrum Sprint has variedDone  in a Scrum Sprint has varied results.

– Throw outsourcing in the mix.g

– Lean Production shares a lot of values and principles with Agile methods.

– Lean Production methods and Scrum can coexist.

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Where Agile becomes Fragile

• Maintaining Legacy codeMaintaining Legacy code – Agile methods promote test driven development.development.

– Legacy code without test harnesses can severely affect velocityy y

– Continuous Integration is a must.

– Try to get as many test harnesses inTry to get as many test harnesses in the code and build processes as possible.

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Cohesive Teams

• Keep the teams togetherp g– Build up well gelled cohesive teams

– Avoid local optimizationAvoid local optimization

– Increases knowledge transfer

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Continuous Improvement

改善A l i h K i i d f i i b

改善Applying the Keizen mindset of continuous improvement by 

reflection and adaptation

At all level of the organization

• Team retrospectives,   Scrum of Scrums,  Scrum Master 

Retrospectives, Product Owner Retrospectives,  Release 

Retrospectives,  Agile Transitioning Group.

At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.

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Continuous Improvement

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Continuous Improvement

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Continuous Improvement

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Where Agile becomes Fragile

• Game Design– With multiple large intertwined game systems it is– With multiple large intertwined game systems it is very unlikely to arrive at a good design by piecemealing it together small bits at a time. 

– Game design is in essence iteration, we do it to explore multiple options ahead of implementation. 

– We’ve implemented a framework that draws a lot ofWe ve implemented a framework that draws a lot of values and practices from lean thinking and lean manufacturing. The design process focuses on early it ti ti i ti hi f th d iiteration, mass participation, ownership of the design among the people who will implement it.

– Coming to a GDC near you.g y

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Agile drives the entire Development Organizationp g

ortf

olio

Po

Strategy

rodu

ct

Portfolio

Product

P

Release

Rele

ases

Sprint

Daily RDaily

© 2008 – 2010Leffingwell, LLC

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The CCP Release Train

DUST 514: NYX

R3                                  MAY 21st

DUST 514: ARES

R4                        SEPTEMBER 21st

EVE: TYRANNIS

JUNE 9th

EVE:  WINTER2010

NOVEMBER 16thJUNE 9th

WOD: MilestoneX

NOVEMBER 16th

WOD: MilestoneY

R9                                    JULY 1st R10                  OCTOBER  15th

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ATLANTAREYKJAVIK SHANGHAI NEWCASTLE

F17 W1W19 A1A115 E18FEATUREFEATURE C58

EVE

F17

F27

F38

W19W19

W27W27

A115A115 E18FEATUREFEATURE

COMPONENTCOMPONENT

GRAPHICSGRAPHICS

C58

F47

F58

A23 F17 C17 E210 A1A114

ENVIRONMENTENVIRONMENT

ARTART

WEBWEB

4G44

WOD

5G15

3A23 F17

F26

F38

C17 10E210

E37

A114A114WEBWEB

7G27 F43

F554G34

DUST

F16

F23

F34

E16

E27

A111A111 F16

F23

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ATLANTAREYKJAVIK SHANGHAI NEWCASTLE

F17 W1W19 A17 E18FEATUREFEATURE C58

EVE

F17

F27

F38

W19W19

W27W27

7A17 E18FEATUREFEATURE

COMPONENTCOMPONENT

GRAPHICSGRAPHICS

C58

5G15

8A28

F47

F58

A23 F17 E210 A1A114

ENVIRONMENTENVIRONMENT

ARTART

WEBWEB

4G447G27

C17

WOD

3A23 F17

F26

F38

10E210

E37

A114A114WEBWEB C17

F43

F554G34

DUST

F16

F23

F34

E16

E27

A111A111 F16

F25

C44

E36

F45

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Teams

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Let’s talk about it...

<Cue: take questions from the audience><Cue: take questions from the audience>

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Contact

Aðalsteinn ´”Alli” Óttarsson

[email protected]

http://blog.ccpgames.com/alli/

CCP at GamescomGamescom

HALL 04.2 #F021

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Books

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Books