July 2020
Intermediate to advanced
576 pages
13h 48m
English
Early in our adoption, Scrum exposed many problems for us to solve. Later we encountered other challenges that presented problems using Scrum for all aspects of video game development:
The team supporting engines and tools for multiple games kept receiving urgent requests that interrupted their Sprints.
The teams that were producing assets such as levels and characters couldn’t cleanly fit their work into timeboxed Sprints.
After some experimentation, these teams decided not to Sprint anymore. Instead, they decided to plan work as needed and release it as completed. This worked well.
This problem had been seen elsewhere before. Jeff Sutherland, one of the founders of Scrum, had encountered this at his company and had called ...