Breaking The Wheel

Forecasting

A wall of LEGO. I don't know, people. Cut me some slack.

Where Do We Start? – How To Build Out Your Initial Task Lists With Use Cases

In my last post, I talked about critical mechanics and how to use them to prioritize work. In this post I want to talk about an easy way to turn a critical mechanic into a task list using a very simple concept: the use case.

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A picture of Dwight Eisenhower, a man who understood the paradox of planning all too well

The Paradox of Planning

One of my favorite quotes revolves around planning.  It came from Helmuth Von Moltke, a 19th century German Field Marshall: “No plan survives first contact with the enemy.”1. The implication here is simple enough: the plan that makes total sense on paper quickly falls apart when confronting the entropy of reality. And yet planning is essential for getting a team moving in the right direction. As Dwight Eisenhower said, “I have found that plans are useless but planning is everything.” And thus we arrive at what I like to call the paradox of planning: planning is the act of creating something that is simultaneously infinitely valuable and completely worthless.

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Lean Development for Games – Game Planning With Science! Part 9

1947. Japan, still reeling from the Second World War, lies in economic ruin. And a little company called Toyota finds itself in a highly undesirable strategic position. It’s headquartered in a nation in tatters, and competing with companies in the world’s newest economic super-power: ‘Merca. How could it possible compete against companies with such amazing access to capital, resources and cash-rich customers? Well, necessity, as they say, is the mother of invention. And the necessities of Toyota’s strategic realities gave birth to one of the most remarkable feats of management ever achieved: the Toyota Production System. Or, more generically, “lean” development.

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Discovery Versus Process – A Preface to Game Planning With Science!

How can we wrap our heads around the chaos of game development? By understanding that the famous phrase “find the fun” implies something important: discovery. How do you manage the creative process? By acknowledging the latter word of the phrase: process. If you can understand how those terms related – and where they differ – you can appreciate something vital to effective production. That nothing we do in game development is completely devoid of process. And, if you can learn to separate the process from the discovery, then science becomes a weapon against the dark forces of development hell.

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Scheduling Video Games Scientifically! – Game Planning With Science! Part 7

This post is a bit of a capstone. It utilizes all of the tools to make video games scientifically that I covered in the Parts 1-6 of “Game Planning With Science”. Make sure you’ve reviewed those weighty tomes before digging in here. In this post, I’m going to walk you through how to utilize capacity charts, story points, user stories, variance, and the central limit theorem to forecast development time lines.

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User Stories Make For Better Consensus – Game Planning With Science! Part 6

There’s a saying in data science: Garbage In, Garbage Out (or GIGO, if you prefer). The most advanced formulas and models won’t provide outputs worth a dead cat if you don’t have high quality inputs. When it comes to something as difficult and uncertain as feature planning and estimation, that’s quadruply so. In this post I’m going to walk you through the system I’ve used successfully, how it works, and why. And it’s all based on the counter part to the story points from Part 5, user stories.

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Story Points for Feature Estimation – Game Planning With Science! Part 5

In Part 4 of “Game Planning With Science!”, I covered the central limit theorem, and how we can use it for forecasting feature development. At the end of the post I acknowledged that it’s no mean feat to track the time per individual feature without some heavy duty project management software and a team that is superlatively disciplined about tracking their time. In Part 5, I’m going to give you my favorite tool for getting around this problem: Story Points.

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Planning Games Using The Central Limit Theorem – Game Planning With Science! Part 4

In Part 4 of “Game Planning With Science”, I’m going to wrap up the statistics primer I started in Part 3. This time, I’ll cover one of the most fascinating aspects of statistics: the Central Limit Theorem. Why does one aspect of statistics deserve its own post? BECAUSE IT’S FRIGGIN’ RAD, THAT’S WHY! Also (and probably more importantly) it allows us to make predictions when planning games, even if we don’t have a lot of data.

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Character Art Pipeline Capacity Charts – Game Planning With Science! Part 2

In Part 1 of Game Planning With Science, I covered the fundamentals of operations management: critical paths, bottlenecks, and Little’s Law. If you haven’t read Part 1 yet, I suggest you do. Unless you’re familiar with the equations behind those concepts, Part 2 will be a little tricky to follow. But if you’re up to speed, read on. In Part 2, I’m going to walk you through how to assemble a capacity chart. You can use capacity charts to optimize your character art pipelines and add resources where they will do the most good.

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Video Game Art Pipelines – Game Planning With Science! Part 1

The fundamental tools of operations science (also called decision science) were designed with factories and warehouses in mind. But they are easily applicable to video game art asset pipelines. In this post, I’ll walk you through the basics of how operation science looks at pipelines, called “process flows” in operations speak.

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