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Wrangling Engineers Wrangling Engineers

Wrangling Engineers - PowerPoint Presentation

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Uploaded On 2016-08-13

Wrangling Engineers - PPT Presentation

Producing technical yet passionate people Matt Priestley Senior Producer Who They Are Highly trained Wicked smart Sometimes introverted often eager In love with their craft Who You Need To Be ID: 445464

halo feature statistical engineers feature halo engineers statistical work waterfall strike

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Slide1
Slide2

Wrangling Engineers

Producing

technical yet passionate people

Matt Priestley

Senior ProducerSlide3

Who They Are

Highly trained

Wicked smartSometimes introverted, often eagerIn love with their craftSlide4

Who You Need To Be

The consigliere

Detail man, store minder, politician on their behalfFamiliar with their cryptic languagePrecise & diligentSlide5

Bungie’s Engineers

40 brave souls, mostly generalists

Designated – not dedicated – as area expertsCulturally enthusiasticYou want a hot new unscheduled feature? Sure!

Eager to suggest cool ideas to design and art

Co-inventors of our production processSlide6

Halo: CE

Small company

Startup culture

Awesome and terrifying

Our Learning Curve

Halo 2

Engineers self-produce

No planned room for error

Little x-discipline planning

Painful resets & deadline crisis

Hurt the team

Halo 3

Producers get involved

Classic waterfall + buffer + ad-hoc

Much improved communication

Still crunchy, but better

Halo 3: ODST

Short timeframe labor of lovePlanned mid-game stabilityStatistical bufferingWe nailed our CC and ZBR targets

Halo: Reach

The good habits learned in ODST

Strike teams for x-discipline production

Stability passes linked to internal play tests

We’re learning!Slide7

EstimatesSlide8

Two Weeks

Sometimes it’s easy. Just copy/paste a cost from a similar feature

Sometimes it’s notA problem unique to engineering. You know what you have

and what you

want

, but not how to get there.

Even if there are examples elsewhere in the industry, their estimates only apply to

their

tech, not ours

Avoiding one-off features is partly why engineers love good architectureSlide9

Iterative Clarity

We walk through the questions they’ll eventually ask themselves

How do we break this down?What’s your first step going to be?

Ok and then what?

How are you going to do that part?

“Could you help me understand this better?”Slide10

Pitfalls

Itemizing is a natural engineering habit, but some personalities make it harder

Overly-eager

That’s like 30 minutes

I’ll just work the weekend

I can do way more than

that

Overly-vague

Perhaps a month?

I don’t have time to explain this

It’s done when it’s doneSlide11

SchedulingSlide12

Halo 3: Waterfall

Bungie production was still inexperienced at the start of H3

Waterfall seemed appropriate at the timeWe hit our dates, but engineers weren’t satisfied

An engineer couldn’t say “Yes” to a clever idea without risking crunch

Designers and artists were starved for feature iterationSlide13

When Will I Get My Feature?

Producers like to make promises. Waterfall provides a framework to do so

“Your feature will be built by August 12th

Without promises, dependencies become nightmarish

Sadly, waterfall promises drift as new work arrives

Agile takes things to an opposite extreme: handling surprises but discouraging long-horizon dates

Bungie looked for a compromiseSlide14

Why Are We Slipping?

Etc…Slide15

ODST: Statistical Buffers

Bugs, PTO, meetings, new features, paternity, leadership. They all diminish availability

But per engineer this is quite predictable!Eng A gets 20% surprise work

Lead B spends 35% of his day in meetings

We add statistical buffers

per engineer

to each milestoneSlide16

Standard vs. Statistical Buffer

Statistical Buffer

Per engineer

Measured & adjusted

Not just slop

time;

headroom

for cool ideas

Not an accident! We

plan

to use every drop

Standard Buffer

Per team or feature

Usually a guess

Safety net for when schedules go wrong

Nobody wants to use it but everyone inevitably does

Vs.Slide17

A Note on Slip

Tracking per-person buffers suddenly gave us a naïve measurement of “productivity”

Culturally we had to decide whether this was healthyHappy “walkup” vs. sad “slip”

It’s valuable to know when an engineer is trailing behind

But is that really the role producers should play?

At the end of the day we closed our eyes to this data and decided it was an internal engineering matterSlide18

IterationSlide19

Communication Takes Work

Iteration stems from communication

Bungie enjoys an open floor plan, but it’s still an effort to keep people talkingDevil’s bargain: “meeting purgatory” or lose touch?Slide20

Halo Reach: “

Strike Teams"

Virtual product units Engineering + art + design + productionFocused on getting one

feature “all the way done”

Less a status meeting; more a show & tell

A way to talk without taking our eyes off the game

In-engine results are what matter

Expectations are short-term and clear

Peers make commitments to one another

Producers track the work and help coordinateSlide21

Scheduled Iteration

Paper plan

Email

Kickoff mtg.

Bugs & polish

Play test

Strike team formed

Coding first pass

Offset design / art

Strike team

collaborationSlide22

Bug Smashes

“Milestone 7”Slide23

PrioritiesSlide24

Cake vs. Pie

Area

Feature

Priority

Engine

Multi-threaded

game loop

P1

Engine

Havok

version x integration

P1

Graphics

Shader

creation tools

P2GraphicsSplitscreen performanceP1

GameplayExplosion radius controlsP2Gameplay4-way co-opP1UICakeP1UIPie

P1Slide25

Priority Needs Constraint

Area

Feature

Priority

Engine

Havok

version x integration

P1

Graphics

Splitscreen

performance

P1

Gameplay

Explosion

radius controls

P2

Gameplay***Surprise new feature!***P1UIPieP1Slide26

Bungie’s BacklogSlide27

The Shopping ListSlide28

Three Day Work WeekSlide29

Implicit PrioritySlide30

The Big PictureSlide31

So In Summary

Passionate engineers who want to say “Yes”

A process that fits their cultureUsing Waterfall at the project level……statistical per-person buffers…

…and Agile from day to day.

Trying to do better each game

Strike teams, open floor plan, custom toolsSlide32

Questions?

Holy %#!* we’re making video games!

Matt Priestley

Senior Producer