The following case study is originally published as the chapter 23 of the Mike Cohn’s book entitled Agile Estimating and Planning. In this chapter, the author, in order to summarize and put into practice many key points explained in the book, develops a case on the experience about the first agile project in a fictitious firm called Bomb Shelter Studios, participating the following characters:
This chapter starts with the convenience of going agile to manage a new software project.
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The flight was a long one but the conference had been a success. Flights back from the east coast were always the hardest; but on this flight Frank had upgraded to first class, exchanging some of his frequent flyer miles for a bit more room and comfort. Reflecting back on the week’s events, Frank settled into his seat.
As a product manager for Bomb Shelter Studios, Frank knew that the company’s latest game, Deep Black & White, would do well. It played a game called Go that was extremely popular in Japan, China, and Korea but had only a moderate following in Europe, North America, and the rest of the world. The programmers on his team had come up with artificial intelligence breakthroughs that allowed Deep Black & White to play at a level known as 5-dan. This was still far from the 9-dan level of the best professional players but it was far ahead of where any of Bomb Shelter’s competitors were.
Frank was ecstatic that Deep Black & White would be released and marketed in Asia through the distribution deal he’d negotiated with a publisher at the conference. The revenue from sales in those markets would really help Bomb Shelter. Frank knew that the additional six months it took to complete Deep Black & White had almost been the end of the small, privately-held game development company he had cofounded.
From its inauspicious beginnings three years ago, Bomb Shelter Studios had become recognized as a high-end developer of thinking and strategy games. In addition to the newly finished Deep Black & White, Bomb Shelter had developed games that played chess, backgammon, reversi, bridge, checkers, mancala, and other similar games. Once a game was developed, distribution rights were sold to a publisher who would take care of all production and distribution, allowing Bomb Shelter to focus entirely on developing new games.
While Frank had been at the conference, his analyst and small team back in Santa Barbara had been thinking about the new game, Havannah, that they were nearly ready to start. Because of the problems with Deep Black & White—not just the six-month delay but also finding too many bugs and uncovering some usability issues late—Frank knew that they had to find a different way of planning and developing projects.
Sasha, the company’s lead architect, researched some ideas the team had. She suggested using what they were calling an “agile process” for the next project. Frank wasn’t exactly sure what that meant, but he was sure they needed to do something different. Being six months late on the next game wasn’t going to work. Everyone on the team was excited to give an agile process a try and they all knew what was at stake.