Ágiles 2009

Florianopolis, Brasil - October 6-9, 2009



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Timetable in PDF (624 KB)
Sessions in PDF (610 KB)
Platinum sponsors
ThoughtWorks Industrial Logic



Gold sponsors


Globo.com


VersionOne


Silver sponsors

Baufest

Scrum Alliance

Agilar

AdaptWorks

Agile Alliance


Media sponsors

Visão Ágil

InfoQ Brasil

Globalcode






Organization supported by

OnCast Technologies

SUCESU




Agilidad en la Producción de Videojuegos

Pauline Morrison Fell

Track: Experience Reports 
Language: Session in English
Format: Talk
Level: Introductory / General audience
Date-Time: 2009-10-09, 9:00
Duration: 45 min
View slides

SCRUM typically refers to cross-functional teams, allowing for load-balancing of work equally among all the team members. However, this is not so simple to implement when working with very different abilities within one same team. In the production of videogames at Three Melons, we need to coordinate not only programmers and testers, but also graphic designers, artists, animators and game designers. Communication is definitely a challenge within these teams. On the other hand, stories have to be written taking into account the different stages in the production pipeline of a feature, which involves tasks for every area of expertise. It is another challenge to integrate all these stages in independent and valuable stories. We want to share our experiences on this, and benefit on the experiences of other multi-disciplinary teams.

Target audience

Managers que quieren incorporar metodologías ágiles en equipos multidisciplinarios

Key benefits

Los asistentes van a obtener nuestras experiencias vividas respecto de un tema que tiene muchas incógnitas en el mundo de la metodología ágil SCRUM.

Process / Mechanics

Descripción de los conflictos que tenemos al implementar SCRUM en nuestros equipos.
Descripción de soluciones que encontramos y formas en las que nos adaptamos para incorporar la agilidad.