Hands on execution, in the Games industry
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Transcript of Hands on execution, in the Games industry
Perspectives and biases
• Working agile
• Fast to market
• MVP / MLP
• Learn and adapt
• Analysis and design before production
• Most recent years: F2P and mobile
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?
• 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
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!)
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
Phone: + 45 30 25 63 00