Methodology
Cactus Curse uses a slightly altered version of the SCRUM methodology. Our biggest focus in deciding our production method was quick iteration and constant playability of the game. Factors that went into the decision were how the team is structured, modularity of features, test-driven development, and need for Agile practices . Process The current process utilizes everyone's strengths and allows them expand and shift the pipeline at an individual level while still maintaining unity of development. This is done by allowing flexibility for task management and focusing on meeting the goals of constant playable builds and testing driving our direction. Cactus Curse begins a new Sprint by discussing the last Sprint and discussing what worked and what didn't. At this time, time estimates are recorded and compared for more accurate estimates in the future. We then discuss playtest data that is being driven parallel to development, and from that we discern our direction after slight adjustments from feedback and time constraints. Then, it's basic SCRUM from that point forward, we discuss stories, create tasks, assign, and manage. However, the management is using integrated tools and personalization tailored to each member allowing for optimized accessibility for developers. This process combined with regular standups every morning and a weekly meeting, there is complete transparency even between disciplines. Schedule and direction
|
BACKLOG |
STORIES |