Adopting XP planning to Game Development

In Game Development Team we have several unique specialists who can not do job of each other: Artists can’t programm, Programmers don’t know how to create 3D models, Level Designers can’t do both of previous (will call them subteams). When planing, XP says: “Write user stories, asign them into iterrations according there business value limiting by team velocity.” The problem is that it’s not clear how to plan stories in particular iteration, because we need to balance job between different subteams.

To solve this problem, as I see, it is required to consider personal speed of every subteam when planning or separate project into several subprojects.

One thought on “Adopting XP planning to Game Development”

  1. I think you will have to treat the 3 disciplines as 3 separate sub-projects, because the participants are not really ‘interchangeable’.

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