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Certified ScrumMaster®
5/8/2008 12:00:00 AM Mountain Goat Software Omni Austin Southpark 4140 Governor’s Row Austin TX 78744 United States of America 30.196311 -97.730807 1500


Mountain Goat Software

  • Course

    Date: 8-9 May, 2008
    Location: Austin, TX, United States of America

    Regular Price: $1,500

    Certified ScrumMaster for Video Game Development

    Co-taught with Game Industry Veteran Clinton Keith 

    Course Description 

    This two-day course not only provides the fundamental principles of Scrum, it also gives participants hands-on experience using Scrum for video game development. This course puts theory into action through a variety of exercises. During the course, attendees will learn why such a seemingly simple process such 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.

    Following successful completion of the course, each participant will be designated Certified ScrumMaster. This certification includes 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
    • Why there's more to leading a self-organizing team than buying pizza and getting out of the way
    • 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 in a Scrum team
    • How to work with publishers and other stake-holders outside the team who may not be familiar with Scrum
    • Tips and tricks from two instructors that combine 15-plus years of using Scrum in a wide variety of environments and ten-plus years of video game product development

    All CSM courses are taught by Trainers approved by the Scrum Alliance. 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: 8-9 May, 2008
    Location: Austin, TX, United States of America

    Omni Austin Southpark
    4140 Governor’s Row
    Austin, TX 78744 United States of America

    Get Directions

    Regular Price: $1,500


    About the Instructors 

    Clinton Keith is the CTO of High Moon Studios, a video developer in San Diego.  Clinton has over 20 years of professional development experience and 14 years in video game development experience.  His games include Midnight Club, Darkwatch, Boume Conspiracy and numerous others.  Clinton introduced agile development methodologies to High Moon Studios in 2003 and to the rest of the video game industry in 2005.

    Mike Cohn is the founder of Mountain Goat Software, a process and project management consultancy and training firm. He is the author of Agile Estimating and Planning, User Stories Applied for Agile Software Development, and several books on Java, C , and database programming. Mike has more than 20 years of experience in a variety of environments, including financial services, federally regulated (ISO 9001) projects, websites, shrinkwrap software, internal development, military contracting, and video game development. Mike has served as a technology executive in companies of various sizes, from startup to Fortune 40.

  • Agenda
    • Overview of Scrum
      • Why Scrum works
      • What Scrum is
      • Origins
    • Sprints
      • Potentially shippable
      • Architecture on a Scrum project
      • Sprint length and release sprints
      • Abnormal terminations
      • Crunch / Overtime
    • The ScrumMaster
      • Responsibilities and mindset
      • ScrumMaster as team member
    • The Product Owner
      • Description and responsibilities
      • Sharing the vision
    • Product backlog
      • User stories on the product backlog
      • Backlog-writing workshops
      • INVEST in your backlog
    • Sprint planning
      • Prioritization and the sprint goal
      • Sprint planning meeting
    • Release planning
      • Velocity
      • Estimating the product backlog
      • Release planning meeting
    • Project planning with a publisher
      • Preproduction vs. production
      • Scrum and milestones
      • Choosing the right product owner
      • Working early with marketing groups
    • Tracking progress
      • Burndown charts
      • Task boards
      • Integrating art approval
    • Daily Scrums
      • The do’s and don’ts
      • The three questions
    • Sprint Review
      • Format
      • Organization
    • The Team
      • Composition and cross-functionality
      • Organizing
      • Embedding QA
    • Sprint Retrospective
      • Team, project and company
      • Sharing results
    • Scalability
      • The scrum of scrums
      • Focus of initial sprints
      • Shared vs. specific product backlogs
      • Scaling the product owner
      • Getting started
    • Introducing Scrum to your organization
      • Patterns for getting started
      • Patterns for spreading agile
  • 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.


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