TOPSessions Business & ManagementThis Session
Q-Game-Style Agile Development: Implementation Examples from the latest in the PixelJunk series
- Date
- September 2 (Thu) 17:50 - 18:50
- Format
- Session (60min.)
Expected Skill | A healthy interest in Agile as a development framework and/or experience as a project manager, director, producer or involvement in running/working with a game development team. |
---|---|
Ideas Take Away | Actual examples as to how Agile has been used in the front line of game development |
An introduction of the Agile approach to game development as applied by Q-Games with the latest PixelJunk title
■ An introduction to Q-Games
Firstly, a brief introduction to our studio Q-Games and what makes it a little out-of-the-ordinary.
Basic information about the company (no. of employees, structure by job type, no. of non-Japanese employees, etc.)
Game development at Q-Games, an introduction to our development team
■ An introduction to the concept behind the PixelJunk series
I will begin with a simple introduction to the PixelJunk series, perhaps what Q-Games is best known for.
・Original gameplay and art
・Developed by small teams over a short period of time
・Download games, self-published
■ An outline of how Agile development works at Q-Games
In order to create high-quality games, Q-Games implemented the Agile method across the company as a whole. Our project management at Q-Games focuses on scripts in particular.
・The need for Agile and our aims
・About scripts
・About scrums
・About team building
■ How were ‘Sprints’ put to use in the new PixelJunk game
Sprints and how they were implemented in the latest game in the PixelJunk series: an introduction
・Our sprint implementation process
1. Decide on backlog tasks
2. Implementation work and task operations
3. Create a pre-backlog for the next sprint
4. Conduct a sprint review and decide on the next backlog
・An introduction to our management tool (MANTIS)
・Examples of how we use Mantis at Q-Games
・Examples of how we have customized Mantis
・Changes and improvements in how we work; attitude adjustments in terms of teamwork and staffing
・What makes a ‘good’ sprint, what to look out for
・Issues going forward
* The session contents are based on the information provided by the speakers.
-
Shouichi Tominaga
Development Manager
Q-Games, Ltd.
Shouichi TOMINAGA (‘Tomi’)
Q-Games
Development Manager
1995: Joined a company that created video and multimedia content. Tomi planned, designed and created movie content as well as working on a broad range of programming projects. Tomi was involved in every aspect of production.
2003: Joined Q-Games, worked as a planner on Nintendo titles: Digidrive (GBA) and StarFox Command (DS). Tomi then moved on to help launch the self-published download PixelJunk series for the PS3.
Tomi has worked as a director on PixelJunk Eden, PixelJunk Eden Encore and PixelJunk Shooter. Tomi also directs the trailer videos for the PixelJunk series.[Message]