Using TSP in a Systems Engineering Enviornment · PDF fileCreate GDD Create TDD Create ADD...
Transcript of Using TSP in a Systems Engineering Enviornment · PDF fileCreate GDD Create TDD Create ADD...
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TUG 2006
Using TSP in a Systems EngineeringEnvironment
“Lessons from the front”
Dan Wall
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2TUG 2006
Problem
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3TUG 2006
Agenda
n Systems Engineering / TSPn Game Development
Challengesn Anatomy of a Gamen Lessons Learnedn Summary
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4TUG 2006
Gaming Challenges
n Consumer expectationsn Bigger, better, innovation (graphics, game play)
n Competitive environmentn Large multi-discipline, multi-team projectsn Development is riskier than evern Fixed datesn Limited resources
n Game development culturen Immature practicesn “In the garage” development mentality
n Evolving Hardware
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5TUG 2006
Anatomy of a GameFour distinct disciplines
AnimationArtDesignEngineering
LifecycleProposalPre-productionProduction
1st playableAlphaBetaLot check
Pre-ProductionEntry Criteria
Approved ProposalBudget and FTEs available
Establish plan for game developmentSolidify vision for the gameResearch major risk areasAlign resources to fit project needs
Determine Project Slotting Active Queue
No
Store for later use
Create Project Charter
Determine Resource
Projection Plan
Setup Project
Determine Customer
Communication Plan
Launch Project
Create GDD
Create TDD
Create ADD
Determine Localization
needs
Select/Build Tools& Build System
Develop Preliminary
Scenario Outline
Determine Contractor Evaluation
Prototype Game on H/W
Develop Major Systems
Historical Data
Project Prep
Create Audio Spec
OK
No
Yes
Project Data
Art asset listStyle Guide
Project VisionMajor GameplayRough feature SetRough Scope
Capabilities of target platformArchitectureRough BudgetsAlchemy
Asset verificationToolsBuild
Outline of sound effects,Music and VO
Project Tracking Size, Effort, Defects, Cost, Schedule, Budget, Performance
To Production – 1st
Playable
From Proposal
Preliminary version of:CameraPlayer HandlingAIScripting SystemPhysicsSFXUI
Sample mission / levelWorld layoutConcept Art
Objective
As necessary
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6TUG 2006
Systems Engineering / TSP
Systems Engineering“The interdisciplinary approach governing the total technical and managerial effort required to transform a setof customer needs, expectations, and constraints into a product Adaptation and support that Adaptationthroughout the products’ lifecycle. This includes the definition of technical performance measures, theintegration of engineering specialties towards the establishment of a product architecture, and the definition ofsupporting lifecycle processes that balance cost, performance, and schedule.”
CMMI glossary
TSP The Team Software Process (TSP) is an integrated set of practices for developing software.
TSP is an effective adaptation to common software engineering and management issues.n cost, schedule, productivity, and quality managementn software project managementn security and safetyn acquisition and contract management
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7TUG 2006
SE / TSP Challenges
n Setupn Trainingn Measurement Frameworkn Support Tools
n Practicen Implementingn Making it work
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8TUG 2006
Training
PSP and TSP trainingmaterial was notcreated with otherdisciplines in mind
Concepts andprinciples still apply
n Exercises not designed forthese disciplines
n Terminology mismatchesn Required
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9TUG 2006
Measurement FrameworkNeed to create a new framework that supports all
disciplines
n Existing TSP Measurement Framework will not work forother disciplines
n Non trivial exercisen Involve usersn Takes more time than you thinkn Not easy to understand for non process typesn Will require several iterations
n Difference between process and frameworkn Has data analysis implications
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10TUG 2006
Support Tools
Tool is crucial to a successful implementation
Tooln instantiates the TSP process, concepts and principlesn captures datan provides project status
Need a tool that supportsn multiple disciplines,n multiple user types,n varied processes,n measures, andn data analysis
Useable, scalable, and customizable
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11TUG 2006
Implementation
n Standard TSP introduction strategy is notenough.
n Needs modification, expansion for non softwaredisciplines
n Practice basic software process improvementn Levels of maturity by discipline
n Basic project mgmt, std processes, quantitative …
n Need to involve the whole organizationn Stepwise improvementn Communication, communication, communication
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12TUG 2006
Implementation
n Diffuse Concepts to other projectsn Project Kick-offs and/or “reality checks” use
n Mtg1n Mtg3 to review conceptual designn Planning with realityn Cross-functional check for dependenciesn Risks – what worries you about this project
n Project Reviews and Post-mortems
n Wag the dogn Use Test group to help drive quality goals
n Leverage data, focus on high cost problems
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13TUG 2006
Making it work1
Challengesn Multiple discipline in one projectn Unique aspects of each additional disciplinen Discovery aspect of Game Developmentn Using only a small portion of the TSP
e.g. Quality Plan, Role Managers
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14TUG 2006
Making it work2
Multiple disciplines
Adaptationn Multi-team launch preparationn Normal Multi-team launch sequence, with the
following changesn Mtg. 2 – break into groups by discipline to define sub-
group goals, group review; additional/different RoleManagers
n Mtg. 3 – break into groups by discipline to defineprocesses, work products, group review.
n Mtg. 4 – sub-groups estimate work, full group review ofcross discipline tasks and dependencies
n Mtg. 5 – focus on several key defect typesn Mtg. 6 – workload balance within discipline
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15TUG 2006
Making it work3
Multiple disciplines
Adaptationn Additional and different Role Managers
n Multiple views of project informationn Ability to have multiple WBS hierarchiesn Rollups by discipline, by milestone, by project
n Occasional discipline team meetingsn Leadsn Teams
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16TUG 2006
Making it work
Unique aspects of each disciplineDifficulty with consistent data collection throughout the lifecycleDefining sizeDefining defects
Adaptationn Set clearer expectations
n Discipline specific trainingn Team member coaching, weekly workbook reviewn Exec Producers review team data and collection
compliance
n Capture data and analyze itn Require Personal post-mortems
n Defectsn Work with each to fine a common definition
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17TUG 2006
Making it work
Discovery aspect of game developmentContinual prototyping
Adaptationn Shortened planning cycles
n 4-6 weeks instead of 8-12 weeksn Personal and team post-mortems before next cycle relaunch or
plann Refined game development process definitions
n Multiple passes
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18TUG 2006
Making it work
Using only a small portion of the TSPAll disciplines are not ready for the full TSP
e.g. size measures, lack of historical data, planning guidelines
Adaptationn Use a phased introduction of PSP concepts
n TSP0, TSP0.1, TSP1, TSP1.1, TSP2, TSPn Introduce new concepts when personal and
project post-mortems indicate the team is ready
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19TUG 2006
Contact Information
Dan WallVP Production Methods150 Broadway Suite 205Albany, NY 12204
(518) 701-2512
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20TUG 2006
Game Factoids
Average age of a “gamer” 29
More $$ spent on games than movies
$11.5B spend US in 2005
1952 1st game
1961 Spacewar
1970s PONG, Asteroids, Zork, Adventure, …
1980s Space Invaders, Donkey Kong, Tetris, …
1990s Doom, Myst, …
2000s Call of Duty, GTA, …
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21TUG 2006
Software
Activitiesn Low level H/W manipulation
n Error handlingn RAM, ROM, CPU, GPUn Memory allocationn Timingn Read / write storage
n UIn Input controlsn File Management system
n Progressionn Data (de) compression
n Physicsn Localizationn Cameran Lightingn Renderingn Collision
Software Processn Varies
n Handlingn Replay capabilitiesn Game modesn Special FXn Optimization
n Networkingn Peer to Peern WiFin External online services
n Toolsn Scripting languagen Art and Animation
n Conversionn Import / Exportersn Level Development