Week 6 Blog
Chapter 14 is about the myths associated with agile project management. One that stood out to me in particular is that "Change is Bad", which is often taken on by studios that already have processes that work. This reminds me some of how the studio Rare once mentioned that they hired new employees who had no experience so that fresh ideas could always be brought to the plate to avoid stagnation. Another point that stood out is that not every person believes that Scrum works for them, and may leave due to this style being forced upon them, although some studios may choose to give them specific roles that do not involve Scrum.
Chatper 15 is about working with a publisher. The chapter starts off with an example of how Nintendo handled new game ideas in the 90's, in which they'd search for fun first and would tell their outside company to scrap a project if the game they were currently making wasn't fun. This is definitely an agile form of development, focusing only on the game itself and not on documentation. Later in the chapter, it talks about how publishers and developers may have various fears in working with each other in an agile system, many of which are valid depending on how agile is used.
Chapter 16 is about teaching how to use scrum. Not much stood out to me in this chapter, but it does tell a lot about how the basics must be learned before anything else and how once the basics are down, a "journeyman" stage can be entered in which scrum can be actively practiced with.
For this week's progress, I didn't get as much done as I would have liked. However, I did get a good start going on the pitch video, and I now know that the team is experiencing problems with animations and I'm looking to collaborate with them to potentially fix these problems, whether it means bringing another animator onto the team or something else. Hopefully this all works out.
Chatper 15 is about working with a publisher. The chapter starts off with an example of how Nintendo handled new game ideas in the 90's, in which they'd search for fun first and would tell their outside company to scrap a project if the game they were currently making wasn't fun. This is definitely an agile form of development, focusing only on the game itself and not on documentation. Later in the chapter, it talks about how publishers and developers may have various fears in working with each other in an agile system, many of which are valid depending on how agile is used.
Chapter 16 is about teaching how to use scrum. Not much stood out to me in this chapter, but it does tell a lot about how the basics must be learned before anything else and how once the basics are down, a "journeyman" stage can be entered in which scrum can be actively practiced with.
For this week's progress, I didn't get as much done as I would have liked. However, I did get a good start going on the pitch video, and I now know that the team is experiencing problems with animations and I'm looking to collaborate with them to potentially fix these problems, whether it means bringing another animator onto the team or something else. Hopefully this all works out.
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