Hands on execution, in the Games industry

19
Hands on Execution Experiences and Practical Tools to Execute on Time

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

[email protected]

Phone: + 45 30 25 63 00