DiscoverAgile Mentors Podcast#120: Agile in Gaming with Clinton Keith
#120: Agile in Gaming with Clinton Keith

#120: Agile in Gaming with Clinton Keith

Update: 2024-10-16
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Description

How does Agile fit into the fast-paced, high-stakes world of game development? Clinton Keith, author of Agile Game Development, spills the secrets from his time working with some of the top studios in the industry and explains why adapting Agile to gaming is both a challenge and a game-changer.



Overview



In this episode of the Agile Mentors Podcast, Brian Milner and Clinton Keith dive into the unique dynamics of Agile in the gaming industry. Clinton shares stories from his decades-long career in game development, explaining how Agile methodologies have evolved in the industry and why traditional approaches often fail.



They discuss the impact of deadlines, the influence of digital distribution, and how finding the "fun" in games is crucial for successful development. Clinton also provides valuable insights into modifying Agile practices to better fit the gaming world and the critical role leadership plays in fostering a productive Agile culture.



References and resources mentioned in the show:



Clinton Keith

Agile Game Development: Build, Play, Repeat by Clinton Keith

Mike Cohn’s Better User Stories Course

Accurate Agile Planning Course

Mountain Goat Software Certified Scrum and Agile Training Schedule

Join the Agile Mentors Community

Subscribe to the Agile Mentors Podcast



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This episode’s presenters are:



Brian Milner is SVP of coaching and training at Mountain Goat Software. He's passionate about making a difference in people's day-to-day work, influenced by his own experience of transitioning to Scrum and seeing improvements in work/life balance, honesty, respect, and the quality of work.



Clinton Keith is a seasoned game industry veteran turned Agile coach and author of Agile Game Development, 2nd Edition. With 25 years of experience as a programmer, CTO, and production director, Clinton now helps creative teams and studio leaders build better games through effective Scrum, Lean, and Kanban.



Auto-generated Transcript:



Brian (00:00 )

Welcome in Agile Mentors. Glad to have you back. We're here for another episode of the Agile Mentors podcast. I am with you as always, Brian Milner. Today, have a very special guest. A very special guest was the word I was looking for, but somehow it came out wrong. A very special guest that I'm very excited about having with us, Mr. Clinton Keith is with us.



Clinton Keith (00:17 )

You got it right the first time.



Brian (00:23 )

Welcome in, Clinton.



Clinton Keith (00:25 )

Hey Brian, thank you so much for the invitation.



Brian (00:27 )

Yeah, very, very psyched, very excited to have Clinton on. Clinton is a CST, but more importantly, he's the author of a book called Agile Game Development. And he has been in the video game industry and working with different video game makers and production houses and things for a long, long time. And he told me he's been a video game maker since the seventies. So I said, well, that's great. Cause I've been a video game player since the seventies. So I'm sure we could cross. and have some overlapping stories here. Me from the consumer side. I wanted to have Clinton on because he's got this unique perspective of really how Agile has developed and how Agile is kind of implemented and works well in the gaming industry. So let me start with just asking you, Clinton, when you work with gaming companies and they are interested curious about Agile, what is sort of the main holdup or the main objection that they present to you when they first start working with you?



Clinton Keith (01:37 )

Well, it's changed. mean, I've been an independent trainer CST since 2008. And back then it was like, this agile stuff doesn't, know, this won't work for us or it won't work for our role playing game or massively multiplayer online game. might work for these small games. But I think since then, what you've seen is there's just such a lot of bad implementations. We call cargo cult implementations of Agile, where we think that standing around in a circle and answering three questions a day is going to result in some productivity fairy flying over our heads and sprinkling this methodology dust on us and wonderful things will happen, where there's a discipline and a change in culture. And so people have seen a lot of poor agile implementations. But at the same time, continuing on with more traditional approaches as games get larger, teams get larger, projects get bigger, that they're saving the worst failures on not adopting a more iterative approach to game development.



Brian (02:54 )

Yeah. Yeah. Yeah, I mentioned that there's probably a lot of objection. There's a lot of the companies that kind of take that fixed scope, fixed schedule kind of approach to doing work and kind of think maybe Agile doesn't align to what we do or our industry or how we do things. Hopefully I'm not putting you on the spot too much, but do have any interesting stories or examples of things like that where you've worked with a company that maybe was just very, very resistant that you kind of, that they kind of turned around in the time you worked with them?



Clinton Keith (03:36 )

Well, think one of the more clear examples and, and, know, I, being a project manager and someone who's a, started as a programmer and ran studios, you know, and we ended up shipping successful titles on schedule, on budget. that, when I work with teams that have true deadlines, you know, these are teams that, especially sports titles where. You know, if, you know, Madden football misses the launch of their next title at the beginning of the NFL season, they're going to lose half their sales as opposed to, you know, being told it's so called, have a deadline, but you know, that just to put pressure on the team. so when you have that kind of deadline, a do or die deadline, then it gets them serious about doing things like prioritizing scope.



Brian (04:11 )

Yeah. Yeah.



Clinton Keith (04:30 )

We're saying, it's like, hey, we have this new engine to render crowds in the stadium and this is going to be beautiful. And, and it's going to look like these are real stadiums filled with people. They're less willing to take that risk if it has to come out on that specific date. And so we prioritize scope by saying, Hey, we have 32 teams, you know, it be baseball or NFL or whatever. have so many stadiums, we have rosters, we have uniforms that have changed from year to year. Those are things that we have to get in. The things that are like a new technology for mud on the uniforms, well, we can take a different approach to that and say, those would be nice to have, but we're not going to bet our schedule on that. So those were the teams on what we call AAA games. They're games that have large staffs, huge budgets, hundreds of millions of dollars. They kind of learned those lessons early on and it really became proof that an agile approach of saying, prioritizing scope and managing scope and delivering things that work and that show increased value in terms of player fun on iteration, iteration basis was really the best approach to hitting those targets. Which again is really difficult for teams that really have those so -called hard deadlines. but was still with a fixed scope, that they want all those things and at the last minute, end up compromising quality, get those all the, to hit all those goals.



Brian (06:06 )

I'm kind of curious about kind of the teaming aspect within the gaming industry because it seems like, and maybe I'm wrong here, so correct me if I'm wrong, but it seems like more than some of the other industries in software development that it's a little more of the mercenary kind of attitude of, you know, kind of have the gun for hire that you bring in or guns for hire that you bring in to do some project or some game and then... then when the project wraps, they're gone. People float from place to place. Is it tough to generate, have teams go through stages of formation in that kind of environment?



Clinton Keith (06:46 )

Right. Yeah, no, it's less so with now that we had mobile games, these mobile platforms come out where a lot of most of the effort actually is maintaining and building a live product and growing it over time, where it's like, instead of saying, you know, on traditional large games, we're going to spend two years with no customers, no feedback. We're going to build this huge game and then launch it all at once on a disc or on a cartridge. and then cross our fingers. And with that approach, usually with game development, the traditional approach is to have a documentation phase, a planning phase, a design phase, and then a pre -production phase where we build all the mechanics. And then a production phase where we

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#120: Agile in Gaming with Clinton Keith

#120: Agile in Gaming with Clinton Keith