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Lessons Learned from
 Becoming Agile at Electronic
           Arts:
Using Scrum and Kanban to develop EA's
            Physics Engine
© 2011 Electronic Arts Inc




                             Who is EA?
© 2011 Electronic Arts Inc




          What do games use physics for?

                                                                 Fracturing
    Ragdolls            Articulated                              Destruction
                         Systems
                                                    Character
                                          Fluids    Simulation



       Rigid                                                     Deformable
      Bodies          Early Character                              Bodies
                        Simulation

                                                     Debris
                                         Vehicles


    Joints                   Collision                             Cloth
© 2011 Electronic Arts Inc
© 2011 Electronic Arts Inc




              Global Context for EATech
© 2011 Electronic Arts Inc




           The challenges : Making Agile Stick

                      •      Shared SCRUM understanding
                      •      Product Owner
                      •      Self-organisation
                      •      Software vs Boards & Cards
                      •      Backlog management
                      •      Getting to ready
                      •      A group of strong individuals
                      •      Kanban vs Scrum
© 2011 Electronic Arts Inc




            Shared SCRUM understanding
                             “Scrum and agile is
                               something that is
                               happening to people”



                             “Management is pushing
                               this agile fad on us”



      Take the whole team with you on the journey
© 2011 Electronic Arts Inc




                             Product owner role
                                            • Chief product owner
                Chief Product                 – 3 months + roadmap
                   Owner
                                                view
     Sub Product
       Owner
                             Sub Product
                               Owner        • Per scrum-team sub
                                              product owner
                                            • Chief PO leads regular
       Team Member            Team Member     backlog grooming
                                            • We rotate sub product
                                              owner
        Sub-product owners critical to our success
© 2011 Electronic Arts Inc



                             Self Organisation
           If You Put Fences Around People, You Get
                             Sheep




            Create the environment to encourage accountability
© 2011 Electronic Arts Inc




     Scrum Software vs Boards & Cards




          Physical boards and cards a firm winner for us!
© 2011 Electronic Arts Inc




                             Product Backlog
                                 • History of using Excel and
                                   Hansoft to manage
                                   backlog
                                 • Now use boards as
                                   primary product backlog
                                   tool
                                 • Electronic versions only
                                   created to share with
                                   customers

   Single visible product backlog is key to good priority decisions
© 2011 Electronic Arts Inc




                             Getting to ready

                                   • PO maintains Ready Zone
                                   • Pre-planning for the next
                                     sprint/milestone
                                     – Pair pre-planning
                                   • Story owners




  The team must be ready for each planning session
© 2011 Electronic Arts Inc




     Using Kanban to compliment Scrum




                             Scrum is not a silver bullet
© 2011 Electronic Arts Inc




         Strong Individuals or a Team?




             Balance individual contribution
              with multiplying effect on team

              We still need TDs and story “leaders”
© 2011 Electronic Arts Inc



                             EATech UK results
 Please rate these aspects of our development process today          Jan-11 Feb-11 May-11 Sep-11
 The whole team understanding the SCRUM framework                    1.77    3.23   3.31   3.50
 Clear ownership and execution of the Product Owner role             2.23    2.31   2.94   3.44
 Clear ownership and execution of the Scrum Master role              1.92    2.62   3.13   3.31
 Your personal job satisfaction as influenced by the process         2.38    2.69   2.81   3.00
 How effective SCRUM is for the work you are normally doing          1.85    2.62   2.75   2.94
 The efficiency of our development process in delivering to customers 2.77   2.67   3.13   2.88
 Clear and stable release vision                                     2.38    2.50   2.81   2.88
 Effectiveness of Scrum meetings (Grooming, Planning, Standup,
 Review, Retrospective)                                              2.08    2.69   2.75   2.75
 Effective customer/stakeholder feedback on plans and product
 increment                                                           2.15    2.91   2.75   2.56
 Overall feedback                                                    2.17    2.69   2.93   3.03

                     Very Good Thanks                      4
                     Mostly Fine                           3
                     Fairly Disappointed                   2
                     Very unsatisfied                      1
© 2011 Electronic Arts Inc




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Agile Day | Lessons Learned from Becoming Agile at Electronic Arts: Using Scrum and Kanban to Develop EA's Physics Engine | Roman Pichler & Mike Bassett

  • 1. Lessons Learned from Becoming Agile at Electronic Arts: Using Scrum and Kanban to develop EA's Physics Engine
  • 2. © 2011 Electronic Arts Inc Who is EA?
  • 3. © 2011 Electronic Arts Inc What do games use physics for? Fracturing Ragdolls Articulated Destruction Systems Character Fluids Simulation Rigid Deformable Bodies Early Character Bodies Simulation Debris Vehicles Joints Collision Cloth
  • 5. © 2011 Electronic Arts Inc Global Context for EATech
  • 6. © 2011 Electronic Arts Inc The challenges : Making Agile Stick • Shared SCRUM understanding • Product Owner • Self-organisation • Software vs Boards & Cards • Backlog management • Getting to ready • A group of strong individuals • Kanban vs Scrum
  • 7. © 2011 Electronic Arts Inc Shared SCRUM understanding “Scrum and agile is something that is happening to people” “Management is pushing this agile fad on us” Take the whole team with you on the journey
  • 8. © 2011 Electronic Arts Inc Product owner role • Chief product owner Chief Product – 3 months + roadmap Owner view Sub Product Owner Sub Product Owner • Per scrum-team sub product owner • Chief PO leads regular Team Member Team Member backlog grooming • We rotate sub product owner Sub-product owners critical to our success
  • 9. © 2011 Electronic Arts Inc Self Organisation If You Put Fences Around People, You Get Sheep Create the environment to encourage accountability
  • 10. © 2011 Electronic Arts Inc Scrum Software vs Boards & Cards Physical boards and cards a firm winner for us!
  • 11. © 2011 Electronic Arts Inc Product Backlog • History of using Excel and Hansoft to manage backlog • Now use boards as primary product backlog tool • Electronic versions only created to share with customers Single visible product backlog is key to good priority decisions
  • 12. © 2011 Electronic Arts Inc Getting to ready • PO maintains Ready Zone • Pre-planning for the next sprint/milestone – Pair pre-planning • Story owners The team must be ready for each planning session
  • 13. © 2011 Electronic Arts Inc Using Kanban to compliment Scrum Scrum is not a silver bullet
  • 14. © 2011 Electronic Arts Inc Strong Individuals or a Team? Balance individual contribution with multiplying effect on team We still need TDs and story “leaders”
  • 15. © 2011 Electronic Arts Inc EATech UK results Please rate these aspects of our development process today Jan-11 Feb-11 May-11 Sep-11 The whole team understanding the SCRUM framework 1.77 3.23 3.31 3.50 Clear ownership and execution of the Product Owner role 2.23 2.31 2.94 3.44 Clear ownership and execution of the Scrum Master role 1.92 2.62 3.13 3.31 Your personal job satisfaction as influenced by the process 2.38 2.69 2.81 3.00 How effective SCRUM is for the work you are normally doing 1.85 2.62 2.75 2.94 The efficiency of our development process in delivering to customers 2.77 2.67 3.13 2.88 Clear and stable release vision 2.38 2.50 2.81 2.88 Effectiveness of Scrum meetings (Grooming, Planning, Standup, Review, Retrospective) 2.08 2.69 2.75 2.75 Effective customer/stakeholder feedback on plans and product increment 2.15 2.91 2.75 2.56 Overall feedback 2.17 2.69 2.93 3.03 Very Good Thanks 4 Mostly Fine 3 Fairly Disappointed 2 Very unsatisfied 1
  • 16. © 2011 Electronic Arts Inc ANY QUESTIONS?