Certified ScrumMaster

Certified Scrum Master for Game Development

Organization

Odd-e Singapore Pte Ltd

  • Course

    Date: 19-20 October, 2009
    Location: Seoul, Korea, Republic of

    Regular Price: 1800k Won

    Certified ScrumMaster for Video Game Development


    Course Description 

    This two-day course not only provides the fundamental principles of Scrum, it also gives participants hands-on experience using Scrum. This course puts theory into action through extensive use of exercise and a project simulation. All exercises and discussions are specifically tailored for those working in video game development. During the course, attendees will learn why such a seemingly simple process as Scrum can have such profound effects on an organization. Participants gain practical experience working with Scrum tools and activities such as the product backlog, sprint backlog, daily Scrum meetings, sprint planning meeting, and burndown charts. Participants leave knowing how to apply Scrum to all sizes of projects, from a single collocated team to a large, highly distributed team.

     

    PMPs: This course counts for 16 Professional Development Units (PDUs)

     

    Participants who successfully complete the course, will be qualified and prepared to pass the multiple-choice Scrum Alliance test to become Certified ScrumMasters.  They will also receive a one-year membership in the Scrum Alliance where additional ScrumMaster-only material and information are available.

     

    You Will Learn

    • Practical, project-proven practices that have worked for numerous video game projects
    • The essentials of getting a project off on the right foot
    • How to write user stories for the product backlog
    • How to help both new and experienced teams be more successful
    • How to successfully scale Scrum to large, multi-continent projects with team sizes in the hundreds
    • How to help producers, artists, designers and programmers work together effectively
    • How to work with publishers and others outside the team who may not be familiar with Scrum
    • Tips and tricks from an instructor with 15 years of video game development experience who introduced scrum to the industry

    All CSM courses are taught by Certified Scrum Trainers. Taking a CSM course, passing the CSM test, and accepting the license agreement designates you as a Certified ScrumMaster, which indicates that you have been introduced to and understand the basic concepts you need to perform as a ScrumMaster or team member on a Scrum team. This course also satisfies two elements of the CSD track: Scrum Introduction and Elective.

  • Details

    Date: 19-20 October, 2009
    Location: Seoul, Korea, Republic of

    Venue:
    Somerset Palace Seoul
    85 Susong-dong, Jongno-gu
    서울특별시 종로구 수송동 85번지 서머셋 팰리스 호텔
    Seoul, Korea, Republic of
    http://www.somersetpalace.co.kr/

    Get Directions

    Regular Price: 1800k Won

    Notes

    About the Instructors

    Clinton Keith is the former CTO of High Moon Studios, a video developer in San Diego. Over the course of 15 years, Clinton has worked on over a dozen of video game titles such as Midtown Madness and Midnight Club.  Clint has been a project director, CTO and director of product development at several studios.  He introduced the video game industry to agile development in 2003 and now coaches teams and studios around the world.

     

    Bas Vodde, originally from Holland, has lived in China and Finland. Currently he lives and works in Singapore. In Holland he was working as a developer and always felt a mismatch between the style of development he experienced as working and the style of development that "the official literature said you should do". This mismatch was solved when Extreme Programming was introduced and with the introduction of the Agile Manifesto.

    In early 2001, he had enough of the "normal life" and moved to China and started working for Nokia. In Nokia, he worked on very large and traditional projects. This uncomfortable experience convinced him that Agile Development is the best way of developing software product -- no matter how large your development is. After a couple years, he moved to Helsinki with the purpose of introducing Agile Development (and in particular Scrum) in Nokia Networks (later NSN). He watched dozens of product groups adopt scrum and other agile practices. After a while, he moved back to China (Its too cold in Finland) and helped one large product group with its Scrum adoption.

    Bas work for a small consulting company based in Singapore called Odd-e specializing in training and coaching related to agile and lean development in Asia.

    Bas is interested in Scrum with a special focus on large companies and large product development. But he also enjoyed working on technical practices, especially test-driven development (especially in embedded environments) and continuous integration. He keeps working as a developer because he strongly believes you need a well-factored code base if you want to be fast and flexible. His hobbies are studies in lean production and quality management and, of course, programming.

    Bas is the author of the "Scaling Agile and Lean Development: Thinking and Organizational Tools for Large-Scale Scrum" and of "Practices for Large-Scale Agile and Lean Development", both together with Craig Larman. He is also one of the authors of the CppUTest unit test framework for C/C++.

     

  • Agenda

        * Overview of Scrum
              o Why Scrum works and what it is
        * Sprints
              o Potentially shippable
              o Architecture on a Scrum project
              o Correct use of Release sprints
        * The ScrumMaster
              o Responsibilities and mindset
              o ScrumMaster as team member
        * The product owner
              o Description and responsibilities
        * Product backlog
              o User stories on the product backlog
              o Backlog-writing workshops
              o INVEST in your backlog
        * Sprint planning
              o Prioritization and the sprint goal
              o Sprint planning meeting
        * Release planning
              o Estimating the product backlog
              o Release planning meeting
        * Project planning with a publisher
              o Preproduction vs. production
              o Scrum and milestones
              o Choosing the right product owner
              o Working early with marketing groups
        * Meetings
              o The daily scrum
              o Sprint review and retrospective
        * Tracking progress
              o Burndown charts and task boards
        * The team
              o Composition and cross-functionality
              o Organizing
        * Scalability
              o The scrum of scrums
              o Focus of initial sprints
              o Shared vs. specific product backlogs
              o Scaling the product owner
        * Introducing Scrum to your organization

  • Who Should Attend

    Whether you're a manager, producer, programmer, artist, designer, tester, product manager, or someone interested in working on or with a Scrum team, this course is suited for you. You will leave with solid knowledge of how and why Scrum works. Through practical, hands-on exercises and small-group discussion you will be prepared to plan your first sprint immediately after this class.