Scrum and Game development

Scrum is the method of working that we have been using during this development process of the shoot ‘em up game. It involves having a stand up meeting with the team for 5 minutes every work day. And each week is divided into “sprints” that are planned in the beginning of the week and then reviewed in the end of the week. So each Monday and Friday there are longer meetings for planning and reviewing the sprints.

The sprint planning is when we all sit down together and talk about what we want to achieve in that week. We prioritise what is most important and who should do what. I feel like it really has helped me to be certain of what to do, and it also has made me more productive because once I have “officially” taken on tasks in front of the entire team then I am more compelled to complete them. Because if I don’t finish my tasks the team is not going to forget it, in the sprint review it is going to show what everyone did and did not.

We also have a product backlog and that is our end goal defined and split up into each little asset and categorised. When planning the sprints we use the backlog as a reference to pick out the tasks for our sprint. I think that the backlog really helps to clarify the goal of the entire project and so that nothing important is forgotten or left out. It also gives a view on how much work there is left and therefore gives you an idea of how much you need to work each sprint to finish the complete game in time.

Scrum has affected my work in a positive way, because having sprints has made me more productive. Having the daily stand up meetings are nice for connecting with the team, but in my opinion it is not necessary to do that every day, I think every other day would be enough because I don’t feel like I get so much out of the daily stand up meetings.

All in all I can’t really find anything about scrum that has affected my work negatively except for quite a lot of time spent on meetings rather than working. Mostly scrum has affected my work in a positive way so far. Without it I doubt that we would have made it so far in our work with the game that we have now. Scene

About Natali Arvidsson

2017 Graphics