Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
Code Project
  1. Home
  2. The Lounge
  3. Post-Agile world?

Post-Agile world?

Scheduled Pinned Locked Moved The Lounge
htmlcomdesigngame-devbusiness
29 Posts 21 Posters 0 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • C Offline
    C Offline
    Christopher Duncan
    wrote on last edited by
    #1

    Got this from /. this morning. A long article, but an interesting read from a guy who has to ship products in the real world. I found the use of the term post-agile interesting. If indeed that's where we are, make way for yet another design religion to follow. Nature abhors a vacuum (I'll leave it to you to make the obvious "why xyz sucks" puns). The hype and dogma of Agile evangelists has left in its wake a trail of broken projects, ruined businesses and misguided neophytes bleating the tired doctrines of their long departed prophets. The games industry was no exception, with many swept up in the phantasmagoria from which we are only now beginning to witness the debris. Game Development in a Post-Agile World[^]

    Christopher Duncan www.PracticalUSA.com Author of The Career Programmer and Unite the Tribes Copywriting Services

    S R R P M 11 Replies Last reply
    0
    • C Christopher Duncan

      Got this from /. this morning. A long article, but an interesting read from a guy who has to ship products in the real world. I found the use of the term post-agile interesting. If indeed that's where we are, make way for yet another design religion to follow. Nature abhors a vacuum (I'll leave it to you to make the obvious "why xyz sucks" puns). The hype and dogma of Agile evangelists has left in its wake a trail of broken projects, ruined businesses and misguided neophytes bleating the tired doctrines of their long departed prophets. The games industry was no exception, with many swept up in the phantasmagoria from which we are only now beginning to witness the debris. Game Development in a Post-Agile World[^]

      Christopher Duncan www.PracticalUSA.com Author of The Career Programmer and Unite the Tribes Copywriting Services

      S Offline
      S Offline
      Simon P Stevens
      wrote on last edited by
      #2

      Christopher Duncan wrote:

      phantasmagoria

      Wasn't that a dodgy "interactive" cd-rom game[^] for the Sega Saturn back in the 90's. [Edit: Oh, sorry, I'll actually say something on topic too. The best methodologies learn from everywhere, no single extreme approach works perfectly, I've always found that careful application of all techniques where appropriate, without jumping wholly on any bandwagons has worked nicely for me.]

      Simon

      1 Reply Last reply
      0
      • C Christopher Duncan

        Got this from /. this morning. A long article, but an interesting read from a guy who has to ship products in the real world. I found the use of the term post-agile interesting. If indeed that's where we are, make way for yet another design religion to follow. Nature abhors a vacuum (I'll leave it to you to make the obvious "why xyz sucks" puns). The hype and dogma of Agile evangelists has left in its wake a trail of broken projects, ruined businesses and misguided neophytes bleating the tired doctrines of their long departed prophets. The games industry was no exception, with many swept up in the phantasmagoria from which we are only now beginning to witness the debris. Game Development in a Post-Agile World[^]

        Christopher Duncan www.PracticalUSA.com Author of The Career Programmer and Unite the Tribes Copywriting Services

        R Offline
        R Offline
        R Giskard Reventlov
        wrote on last edited by
        #3

        Christopher Duncan wrote:

        If indeed that's where we are

        I think most sensible, experienced developers are wherever they need to be in terms of the approach they take to the job. Agile, RAD, ESD or whatever the flavour of the month is are as apporpriate as anyone wants them to be given the task at hand. I try not to get too hung up on any partcular methodology when I know a shiny new one is just around the next corner...

        Tychotics: take us back to the moon

        realJSOPR 1 Reply Last reply
        0
        • R R Giskard Reventlov

          Christopher Duncan wrote:

          If indeed that's where we are

          I think most sensible, experienced developers are wherever they need to be in terms of the approach they take to the job. Agile, RAD, ESD or whatever the flavour of the month is are as apporpriate as anyone wants them to be given the task at hand. I try not to get too hung up on any partcular methodology when I know a shiny new one is just around the next corner...

          Tychotics: take us back to the moon

          realJSOPR Offline
          realJSOPR Offline
          realJSOP
          wrote on last edited by
          #4

          I was using all these "methodologies" before they were given stylish names.

          .45 ACP - because shooting twice is just silly
          -----
          "Why don't you tie a kerosene-soaked rag around your ankles so the ants won't climb up and eat your candy ass..." - Dale Earnhardt, 1997
          -----
          "The staggering layers of obscenity in your statement make it a work of art on so many levels." - J. Jystad, 2001

          R R L P 4 Replies Last reply
          0
          • realJSOPR realJSOP

            I was using all these "methodologies" before they were given stylish names.

            .45 ACP - because shooting twice is just silly
            -----
            "Why don't you tie a kerosene-soaked rag around your ankles so the ants won't climb up and eat your candy ass..." - Dale Earnhardt, 1997
            -----
            "The staggering layers of obscenity in your statement make it a work of art on so many levels." - J. Jystad, 2001

            R Offline
            R Offline
            R Giskard Reventlov
            wrote on last edited by
            #5

            Indeed: I was there before someone invented the word 'methodologies'. Although, of course, the best one is RTFM... :-)

            Tychotics: take us back to the moon

            N 1 Reply Last reply
            0
            • realJSOPR realJSOP

              I was using all these "methodologies" before they were given stylish names.

              .45 ACP - because shooting twice is just silly
              -----
              "Why don't you tie a kerosene-soaked rag around your ankles so the ants won't climb up and eat your candy ass..." - Dale Earnhardt, 1997
              -----
              "The staggering layers of obscenity in your statement make it a work of art on so many levels." - J. Jystad, 2001

              R Offline
              R Offline
              Rajesh R Subramanian
              wrote on last edited by
              #6

              And the "design patterns" too.

              “Follow your bliss.” – Joseph Campbell

              1 Reply Last reply
              0
              • R R Giskard Reventlov

                Indeed: I was there before someone invented the word 'methodologies'. Although, of course, the best one is RTFM... :-)

                Tychotics: take us back to the moon

                N Offline
                N Offline
                Nagy Vilmos
                wrote on last edited by
                #7

                RTFM was day 1 training when I started way back when


                Panic, Chaos, Destruction. My work here is done. or "Drink. Get drunk. Fall over." - P O'H

                1 Reply Last reply
                0
                • C Christopher Duncan

                  Got this from /. this morning. A long article, but an interesting read from a guy who has to ship products in the real world. I found the use of the term post-agile interesting. If indeed that's where we are, make way for yet another design religion to follow. Nature abhors a vacuum (I'll leave it to you to make the obvious "why xyz sucks" puns). The hype and dogma of Agile evangelists has left in its wake a trail of broken projects, ruined businesses and misguided neophytes bleating the tired doctrines of their long departed prophets. The games industry was no exception, with many swept up in the phantasmagoria from which we are only now beginning to witness the debris. Game Development in a Post-Agile World[^]

                  Christopher Duncan www.PracticalUSA.com Author of The Career Programmer and Unite the Tribes Copywriting Services

                  R Offline
                  R Offline
                  Rage
                  wrote on last edited by
                  #8

                  Article states:

                  Process is an instrument of authority. A process is a statement of what to do, how we should do it and in what order. Process is conservative, hierarchical and formal. Process upholds the status quo.

                  That was true maybe still a decade ago. But things have changed. Most of the problems he describes can be handle by requirement and risk management. These are the two pillars of project management; and this is a skill. There is nowhere mentioned that people driving projects must be skilled people in the article. But that is how it is. Those of you who claim they have been applying agile or scrum or whatever method before even the name existed were clever enough to figure out by themselves how to achieve good project management. For a lot of us, it is a plain use of common sense. The scale is also not mentioned. A project with, say, less than 5 people has more chance to succeed in a rather "people" oriented environment. A project with 100 people has not a single chance without processes.

                  N C A 3 Replies Last reply
                  0
                  • realJSOPR realJSOP

                    I was using all these "methodologies" before they were given stylish names.

                    .45 ACP - because shooting twice is just silly
                    -----
                    "Why don't you tie a kerosene-soaked rag around your ankles so the ants won't climb up and eat your candy ass..." - Dale Earnhardt, 1997
                    -----
                    "The staggering layers of obscenity in your statement make it a work of art on so many levels." - J. Jystad, 2001

                    L Offline
                    L Offline
                    Lost User
                    wrote on last edited by
                    #9

                    John Simmons / outlaw programmer wrote:

                    I was using all these "methodologies" before they were given stylish names.

                    You were using your brain and common sense? :) We had all kinds of roadmaps that 'guarantee' the best endproduct in the smallest amount of time. Some people follow the instructions blindly, others learn to navigate. And there's some who make a living out of selling those roadmaps.

                    I are Troll :suss:

                    1 Reply Last reply
                    0
                    • C Christopher Duncan

                      Got this from /. this morning. A long article, but an interesting read from a guy who has to ship products in the real world. I found the use of the term post-agile interesting. If indeed that's where we are, make way for yet another design religion to follow. Nature abhors a vacuum (I'll leave it to you to make the obvious "why xyz sucks" puns). The hype and dogma of Agile evangelists has left in its wake a trail of broken projects, ruined businesses and misguided neophytes bleating the tired doctrines of their long departed prophets. The games industry was no exception, with many swept up in the phantasmagoria from which we are only now beginning to witness the debris. Game Development in a Post-Agile World[^]

                      Christopher Duncan www.PracticalUSA.com Author of The Career Programmer and Unite the Tribes Copywriting Services

                      P Offline
                      P Offline
                      peterchen
                      wrote on last edited by
                      #10

                      In my understanding (i.e. "what i read ion the intarwebs") the problem of game development is less process than people.

                      Agh! Reality! My Archnemesis![^]
                      | FoldWithUs! | sighist | µLaunch - program launcher for server core and hyper-v server.

                      1 Reply Last reply
                      0
                      • C Christopher Duncan

                        Got this from /. this morning. A long article, but an interesting read from a guy who has to ship products in the real world. I found the use of the term post-agile interesting. If indeed that's where we are, make way for yet another design religion to follow. Nature abhors a vacuum (I'll leave it to you to make the obvious "why xyz sucks" puns). The hype and dogma of Agile evangelists has left in its wake a trail of broken projects, ruined businesses and misguided neophytes bleating the tired doctrines of their long departed prophets. The games industry was no exception, with many swept up in the phantasmagoria from which we are only now beginning to witness the debris. Game Development in a Post-Agile World[^]

                        Christopher Duncan www.PracticalUSA.com Author of The Career Programmer and Unite the Tribes Copywriting Services

                        M Offline
                        M Offline
                        Mark_Wallace
                        wrote on last edited by
                        #11

                        The problem isn't Agile (or RAD, waterfall, whatever); the problem is one or more of: - The academic world gets hold of the ideas, and plots every possible activity in minute and rigid detail (and writes books), despite the fact that the propounders have little or no real-world experience. - Second-rate devs ("them as can, do", remember) teach private courses (and write books), that have the same "Thou Shalt...!" attitude -- usually basing most arguments on the "Hey, it worked great for a company that's nothing whatsoever like yours!" premise. - N00bs come out of Uni or off courses, convinced that a nit-picking adherence to the aforementioned minute details is more important that getting the work done. - Perfectly good devs follow the lead of the nit-pickers, because it all sounds like it makes sense, and they don't have time to properly look into the methodology themselves (because they're up to their eyeballs doing the actual work!) And the whole thing ends up, as you say, as a "design religion", which is more important than actually producing good work on time. The only "minute detail" that's left by the wayside is that the real priority is, and always should be, spending as much time as possible on producing good code.

                        I wanna be a eunuchs developer! Pass me a bread knife!

                        1 Reply Last reply
                        0
                        • R Rage

                          Article states:

                          Process is an instrument of authority. A process is a statement of what to do, how we should do it and in what order. Process is conservative, hierarchical and formal. Process upholds the status quo.

                          That was true maybe still a decade ago. But things have changed. Most of the problems he describes can be handle by requirement and risk management. These are the two pillars of project management; and this is a skill. There is nowhere mentioned that people driving projects must be skilled people in the article. But that is how it is. Those of you who claim they have been applying agile or scrum or whatever method before even the name existed were clever enough to figure out by themselves how to achieve good project management. For a lot of us, it is a plain use of common sense. The scale is also not mentioned. A project with, say, less than 5 people has more chance to succeed in a rather "people" oriented environment. A project with 100 people has not a single chance without processes.

                          N Offline
                          N Offline
                          Nagy Vilmos
                          wrote on last edited by
                          #12

                          [system theory mode] Where Agile and it's ilk have succeeded is moving software production away from the machine metaphor so loved by corporate bureaucracies and replaced it with a more flexible organic structure. Except in the most trivial case, it is very difficult to know the final outcome of a project at the outset. By breaking up the project and replacing the goal orientated approach of a waterfall life-cycle with the evolution and survival in built into the iterative cycle, we get a more flexible product that will probably meet the client's requirements. [/system theory mode]


                          Panic, Chaos, Destruction. My work here is done. or "Drink. Get drunk. Fall over." - P O'H

                          1 Reply Last reply
                          0
                          • R Rage

                            Article states:

                            Process is an instrument of authority. A process is a statement of what to do, how we should do it and in what order. Process is conservative, hierarchical and formal. Process upholds the status quo.

                            That was true maybe still a decade ago. But things have changed. Most of the problems he describes can be handle by requirement and risk management. These are the two pillars of project management; and this is a skill. There is nowhere mentioned that people driving projects must be skilled people in the article. But that is how it is. Those of you who claim they have been applying agile or scrum or whatever method before even the name existed were clever enough to figure out by themselves how to achieve good project management. For a lot of us, it is a plain use of common sense. The scale is also not mentioned. A project with, say, less than 5 people has more chance to succeed in a rather "people" oriented environment. A project with 100 people has not a single chance without processes.

                            C Offline
                            C Offline
                            CPallini
                            wrote on last edited by
                            #13

                            Good points. :thumbsup: People often even forget that saying: "OOP is better than structured programming" make no sense without considering project's scale. :)

                            If the Lord God Almighty had consulted me before embarking upon the Creation, I would have recommended something simpler. -- Alfonso the Wise, 13th Century King of Castile.
                            This is going on my arrogant assumptions. You may have a superb reason why I'm completely wrong. -- Iain Clarke
                            [My articles]

                            1 Reply Last reply
                            0
                            • C Christopher Duncan

                              Got this from /. this morning. A long article, but an interesting read from a guy who has to ship products in the real world. I found the use of the term post-agile interesting. If indeed that's where we are, make way for yet another design religion to follow. Nature abhors a vacuum (I'll leave it to you to make the obvious "why xyz sucks" puns). The hype and dogma of Agile evangelists has left in its wake a trail of broken projects, ruined businesses and misguided neophytes bleating the tired doctrines of their long departed prophets. The games industry was no exception, with many swept up in the phantasmagoria from which we are only now beginning to witness the debris. Game Development in a Post-Agile World[^]

                              Christopher Duncan www.PracticalUSA.com Author of The Career Programmer and Unite the Tribes Copywriting Services

                              M Offline
                              M Offline
                              Matt Gullett
                              wrote on last edited by
                              #14

                              “Hokey religions and ancient weapons are no match for a good blaster at your side, kid.” Some people insist on practicing one methodology or another with almost religious furor. Agile was clearly never meant for some projects which is equally true of the waterfall method or any other methodology. Sometimes our industry is taken-by-storm with one idea or another. Management types and academics seem to like to take these ideas and turn them into religions of sorts. Blaming the failure on the methodology used is crazy. Blame the people involved, they are the ones at fault, not the methodology. We like to put the blame on the technology, or the methodology because it allows us to not blame ourselves. Personally, I work with a very small team (2 programmers). For this situation and my employers business model, Agile techniques work well. We certainly don't follow every agile rule or guideline, though. We take what works from Agile, Waterfall, etc and throw away the rest. Every project is different, so some projects may get more agile and less waterfall while others may get less agile. I'd have to guess that most failed projects fail for one of three reasons: 1) overly ambitious goals, 2) lack of real goals, 3) lack of talented management and/or programmers. The bottom line is without talented programmers and management, most projects are doomed to fail. If they succeed, it will be because of luck. Even with talented people some projects will still fail. I think people sometimes forget that some software (games in particular) are often trying to do new things that haven't really been done before. Just like early pioneers often died while trying to make their way across the continent (North America), pioneers in our industry are also going to fail. Some will succeed, though and make a way for the next group. When I read articles like this I'm always a little afraid of what management types and academic types will do with this information. There is a place for controlled, planned, methodical execution of software development and there is equally a place for creative, exploration driven, pure research methodologies. Each have their place and neither replaces the other.

                              C D 2 Replies Last reply
                              0
                              • R Rage

                                Article states:

                                Process is an instrument of authority. A process is a statement of what to do, how we should do it and in what order. Process is conservative, hierarchical and formal. Process upholds the status quo.

                                That was true maybe still a decade ago. But things have changed. Most of the problems he describes can be handle by requirement and risk management. These are the two pillars of project management; and this is a skill. There is nowhere mentioned that people driving projects must be skilled people in the article. But that is how it is. Those of you who claim they have been applying agile or scrum or whatever method before even the name existed were clever enough to figure out by themselves how to achieve good project management. For a lot of us, it is a plain use of common sense. The scale is also not mentioned. A project with, say, less than 5 people has more chance to succeed in a rather "people" oriented environment. A project with 100 people has not a single chance without processes.

                                A Offline
                                A Offline
                                AspDotNetDev
                                wrote on last edited by
                                #15

                                Rage wrote:

                                There is nowhere mentioned that people driving projects must be skilled people in the article.

                                Article:

                                Experience also plays a factor. For example, I would be prepared to take my best programmer, unleash him on some thorny technical problem, give him everything he needs, sit back and wait for the magic to happen. However, I would be less willing to extend that courtesy to a fresh faced graduate straight out of university. Most juniors need guidance, mentoring and structure until they find their feet.

                                There are a few points where he talks about experience. And the entire article is really about how some newbies apply techniques based on what is in vogue rather than using experience to decide what techniques (aka, methodologies) are appropriate given a specific circumstance.

                                Rage wrote:

                                The scale is also not mentioned. A project with, say, less than 5 people has more chance to succeed in a rather "people" oriented environment. A project with 100 people has not a single chance without processes.

                                Article:

                                Product portfolio is another aspect to consider, a large studio may have one project to "pay the rent" (production focused) and a second to increase the prestige of the studio (creatively focused). Understanding the business context is important in assessing the capacity and ambition for each game and ergo, the best way to run it.

                                Scale is discussed, and scale is obviously an important factor. I think, though, that scale is something that can be managed to a degree. Like the article talks about, some parts of a project can be split (e.g., art asset creation), while others may not benefit from dumping a bunch of people on it (e.g., programming). At one level, you might apply process (the splitting up and managing of teams), while at lower levels "people" may be a more appropriate focus (e.g., giving them high level tasks and letting them do their thing). Overall, I'd say the author is saying there is no single technique to apply to a given project. But the article does present factors to consider when deciding which solution to go with. It seems this article is more for critical thinkers rather than those looking for a blueprint to follow to ensure success.

                                [Forum Guideline

                                R 1 Reply Last reply
                                0
                                • C Christopher Duncan

                                  Got this from /. this morning. A long article, but an interesting read from a guy who has to ship products in the real world. I found the use of the term post-agile interesting. If indeed that's where we are, make way for yet another design religion to follow. Nature abhors a vacuum (I'll leave it to you to make the obvious "why xyz sucks" puns). The hype and dogma of Agile evangelists has left in its wake a trail of broken projects, ruined businesses and misguided neophytes bleating the tired doctrines of their long departed prophets. The games industry was no exception, with many swept up in the phantasmagoria from which we are only now beginning to witness the debris. Game Development in a Post-Agile World[^]

                                  Christopher Duncan www.PracticalUSA.com Author of The Career Programmer and Unite the Tribes Copywriting Services

                                  P Offline
                                  P Offline
                                  Phil Martin
                                  wrote on last edited by
                                  #16

                                  This was my favorite part: "No two projects are the same, well - unless you make racing games." :D

                                  1 Reply Last reply
                                  0
                                  • C Christopher Duncan

                                    Got this from /. this morning. A long article, but an interesting read from a guy who has to ship products in the real world. I found the use of the term post-agile interesting. If indeed that's where we are, make way for yet another design religion to follow. Nature abhors a vacuum (I'll leave it to you to make the obvious "why xyz sucks" puns). The hype and dogma of Agile evangelists has left in its wake a trail of broken projects, ruined businesses and misguided neophytes bleating the tired doctrines of their long departed prophets. The games industry was no exception, with many swept up in the phantasmagoria from which we are only now beginning to witness the debris. Game Development in a Post-Agile World[^]

                                    Christopher Duncan www.PracticalUSA.com Author of The Career Programmer and Unite the Tribes Copywriting Services

                                    P Offline
                                    P Offline
                                    peterchen
                                    wrote on last edited by
                                    #17

                                    After reading the article in detail: It's a good read, thanks for posting. I've always wondered how "truly agile" fits into traditional business expectations that care about dollars and dates. I've never seen any variant of agile that defined interfaces to "classic" sales and marketing - or at the very least acknowledged that these interfaces exist. I've rarely seen a discussion how to create a revenue stream on many small updates, and how to work with conservative customers - or even acknowledgement that customers might be totally disinterested in downburning scrum sprints. As for your topic, I don't think we are in a post-agile world yet. The hype is over, the first results are in, and the earth shattering change was a coconut leaving a dent on a sunny beach.

                                    Agh! Reality! My Archnemesis![^]
                                    | FoldWithUs! | sighist | µLaunch - program launcher for server core and hyper-v server.

                                    1 Reply Last reply
                                    0
                                    • C Christopher Duncan

                                      Got this from /. this morning. A long article, but an interesting read from a guy who has to ship products in the real world. I found the use of the term post-agile interesting. If indeed that's where we are, make way for yet another design religion to follow. Nature abhors a vacuum (I'll leave it to you to make the obvious "why xyz sucks" puns). The hype and dogma of Agile evangelists has left in its wake a trail of broken projects, ruined businesses and misguided neophytes bleating the tired doctrines of their long departed prophets. The games industry was no exception, with many swept up in the phantasmagoria from which we are only now beginning to witness the debris. Game Development in a Post-Agile World[^]

                                      Christopher Duncan www.PracticalUSA.com Author of The Career Programmer and Unite the Tribes Copywriting Services

                                      R Offline
                                      R Offline
                                      Rama Krishna Vavilala
                                      wrote on last edited by
                                      #18

                                      I am sorry but I fail to see a main point in the article. The article simply restates what I have read in several project management books including those in books about agile development. The problem is that most people claim their chaotic development as Agile development. Managers love it because the word Agile sounds cool. Programmers love it because they think they can excuse their chaotic programming as Agile development. Having shipped at least 6 products in the last 10 years, some timely and successful where as others not so timely and not so successful, I can say following :- 1. Whenever I worked closely with customer(end-users) the product has been a success. 2. Working software is always a better thing than a concept explained in a document. People do not read documents nor they can comprehend something just by reading it whereas when they see something working, not only they can understand how things work but the also provide good and useful feedback. 3. Change is inevitable. You better change according to what customer likes rather than be rigid and be rigid and develop something which he does not like. Things you assumed in the beginning may not even be true when the software is deployed in the real world. This is especially true with performance. This is where automated tests also come into picture. More automated tests are, the better change management you can do. I have always found that developing iteratively with close involvement of the customer or an interested party is always better than developing something and involving someone very late. If you look closely these are the principles in Agile manifesto. The things about Agile is flexibility and one method in one team/culture may not suite other team/culture.

                                      Click here to get a Google Wave Invite.

                                      R J 2 Replies Last reply
                                      0
                                      • A AspDotNetDev

                                        Rage wrote:

                                        There is nowhere mentioned that people driving projects must be skilled people in the article.

                                        Article:

                                        Experience also plays a factor. For example, I would be prepared to take my best programmer, unleash him on some thorny technical problem, give him everything he needs, sit back and wait for the magic to happen. However, I would be less willing to extend that courtesy to a fresh faced graduate straight out of university. Most juniors need guidance, mentoring and structure until they find their feet.

                                        There are a few points where he talks about experience. And the entire article is really about how some newbies apply techniques based on what is in vogue rather than using experience to decide what techniques (aka, methodologies) are appropriate given a specific circumstance.

                                        Rage wrote:

                                        The scale is also not mentioned. A project with, say, less than 5 people has more chance to succeed in a rather "people" oriented environment. A project with 100 people has not a single chance without processes.

                                        Article:

                                        Product portfolio is another aspect to consider, a large studio may have one project to "pay the rent" (production focused) and a second to increase the prestige of the studio (creatively focused). Understanding the business context is important in assessing the capacity and ambition for each game and ergo, the best way to run it.

                                        Scale is discussed, and scale is obviously an important factor. I think, though, that scale is something that can be managed to a degree. Like the article talks about, some parts of a project can be split (e.g., art asset creation), while others may not benefit from dumping a bunch of people on it (e.g., programming). At one level, you might apply process (the splitting up and managing of teams), while at lower levels "people" may be a more appropriate focus (e.g., giving them high level tasks and letting them do their thing). Overall, I'd say the author is saying there is no single technique to apply to a given project. But the article does present factors to consider when deciding which solution to go with. It seems this article is more for critical thinkers rather than those looking for a blueprint to follow to ensure success.

                                        [Forum Guideline

                                        R Offline
                                        R Offline
                                        Rage
                                        wrote on last edited by
                                        #19

                                        aspdotnetdev wrote:

                                        There are a few points where he talks about experience. And the entire article is really about how some newbies apply techniques based on what is in vogue rather than using experience to decide what techniques (aka, methodologies) are appropriate given a specific circumstance.

                                        I was talking about _project management_ skills. And I don't think you can limit it to newbies, the article is as well intended to managers, bosses, and so on. Well, project management ;)

                                        aspdotnetdev wrote:

                                        a blueprint to follow to ensure success

                                        Just in case you come across that, let me know.

                                        R 1 Reply Last reply
                                        0
                                        • R Rage

                                          aspdotnetdev wrote:

                                          There are a few points where he talks about experience. And the entire article is really about how some newbies apply techniques based on what is in vogue rather than using experience to decide what techniques (aka, methodologies) are appropriate given a specific circumstance.

                                          I was talking about _project management_ skills. And I don't think you can limit it to newbies, the article is as well intended to managers, bosses, and so on. Well, project management ;)

                                          aspdotnetdev wrote:

                                          a blueprint to follow to ensure success

                                          Just in case you come across that, let me know.

                                          R Offline
                                          R Offline
                                          Robert DROP TABLE Students
                                          wrote on last edited by
                                          #20

                                          Rage wrote:

                                          in case you come across that, let me know

                                          The trick is to eliminate the competition with an SQL injection attack.

                                          Rage wrote:

                                          I don't think you can limit it to newbies, the article is as well intended to managers, bosses

                                          Every manager and boss is "new" to the job when they first start it.

                                          R 1 Reply Last reply
                                          0
                                          Reply
                                          • Reply as topic
                                          Log in to reply
                                          • Oldest to Newest
                                          • Newest to Oldest
                                          • Most Votes


                                          • Login

                                          • Don't have an account? Register

                                          • Login or register to search.
                                          • First post
                                            Last post
                                          0
                                          • Categories
                                          • Recent
                                          • Tags
                                          • Popular
                                          • World
                                          • Users
                                          • Groups