A Ottarsson Production No Passport...
Transcript of A Ottarsson Production No Passport...
Global Agile Game Development:G oba g e Ga e e e op e t:
No Passport Required
Aðalsteinn “Alli” Óttarsson
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.
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.
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
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
Global Development
Atlanta Shanghai
EVE Online
EVE Online Expansions
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
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
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
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
Shorter More Frequent Releases
Current Sprint
Current ReleaseRelease
Product / Release
Roadmap
Product Roadmaps
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
Release Plan
Sprint 1
Sprint 2 13 Aug
Sprint 3
g
Sprint 4
Hardening Sprintg p
Release Plan
Release Plan
Features & Stories
Major Feature
Major Feature (Epic)
Sub Feature
Sub FeatureStories
Stories
Features & Stories
FEATURE MuSCoW Analysis
…F1 F2 F3 FN
MUST HAVEMust Have
SHOULD HAVE Should Have
COULD HAVE Could Have
Won’t Have
Features & Stories
SPRINT 1: <TEAM NAME>FEATURE
F1F1 F2 F3 FN
…
MUST HAVEF2SHOULD HAVE
F3
COULD HAVE
Release Planning Day
Release Planning Day
Release Planning Day
Release Planning Day
Release Planning Day
Synchronized Iteration Cadance
Sprint Team
Sprint Team
Product Backlog
Sprint Team
Sprint Team
Sprint Team
Sprint TeamIntegrated Demo
pIntegrated DemoPlayable MMO
2 Weeks
Global Sprint Review
Global Sprint Review
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.
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
Road to success
• Empowered Teamsp
• Self managing and self organizing
• Release Planning by the teams
• Shorter more frequent releases
• Tools that scale
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
2009 Game of the year awards
FOCUSFOCUS
The Scrum Values
COMMITMENTOPENNESS
COMMITMENTOPENNESS
FOCUSFOCUSRESPECTRESPECTCOURAGECOURAGE
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.
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.
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.
Cohesive Teams
• Keep the teams togetherp g– Build up well gelled cohesive teams
– Avoid local optimizationAvoid local optimization
– Increases knowledge transfer
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.
Continuous Improvement
Continuous Improvement
Continuous Improvement
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
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
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
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
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
Teams
Let’s talk about it...
<Cue: take questions from the audience><Cue: take questions from the audience>
Contact
Aðalsteinn ´”Alli” Óttarsson
http://blog.ccpgames.com/alli/
CCP at GamescomGamescom
HALL 04.2 #F021
Books
Books