Published on December 22, 2008
What Went Wrong? A Survey of Problems in Game Development Good Practices in Game Development Is The Game Industry That Bad? Francisco Trindade TW London Geek Night 21st Nov 2008 © ThoughtWorks 2008
Agenda • Why? • What? • How? • Results © ThoughtWorks 2008
Why? © ThoughtWorks 2008
What? • Survey of problems found in game development – Compare to the “traditional” industry • Good practices in game development – Is Agile a good fit? © ThoughtWorks 2008
How? Read Analyzed Compared with traditional Postmortems Data industry © ThoughtWorks 2008
Postmortems • Summarize project experience – Emphasys on positive and negative aspects “The most severe blow suffered by all teams was from accepting an unrealistic schedule. Despite endemic problems, . . . the concept that was floated at the time was that it would be possible to adhere to the original schedule if everyone simply worked around the clock. Foolish and naıve, we bought it, and started pushing.” © ThoughtWorks 2008
Problems Occurrence Over Budget Great Number of Defects Test Problems Communication Problems Crunch Time Delay or Optimistic Schedule Design Problems Cutting Features Feature Creep Unreal or Ambitious Scope 0% 10% 20% 30% 40% 50% 60% 70% 80% © ThoughtWorks 2008
So... © ThoughtWorks 2008
Is Agile a Good Fit? © ThoughtWorks 2008
Best Practices Iterative Process Quality Control Agile Modeling Good Programming Practices Simple Tools Product Focus Creativity Qualified Team 0% 20% 40% 60% 80% 100% © ThoughtWorks 2008
Conclusion • Game industry has the same problems as traditional software industry • Agile is a good fit – Probably more than in the traditional industry • Teamwork, Motivation, Cross-functional teams © ThoughtWorks 2008
Thank you! Questions? firstname.lastname@example.org franktrindade.com © ThoughtWorks 2008
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