Carl Graff wrote:
First of all I would never have a 10 month development cycle for
We have no choice in the matter - it's the nature of our products.
I don't work on enterprise web applications. I work on video games (PSP
and PS3). We have sports games that need to ship every year, exactly at
the beginning of the season. For example, the NBA season starts soon
and our NBA '08 PSP team is in the process of going final. Right on
schedule.
The earliest possible ship date is part of our licensing agreements with
the various leagues, and is generally the same with all of the leagues'
licensees. If we don't ship exactly on that date our competition will
beat us to market and we lose out on sales.
should be developed using an integrative methodology where each cycle is
no more than a month long and produces something that is executable so
you can obtain feedback from the stakeholders (users). During each
We do this, as best as we can. Have been for more than a decade. I say
"as best as we can" because our stakeholders are game producers,
designers, and publishers. I think this is slightly different from your
average agile customers; but, all projects are unique.
In any event you might want to be careful making these type of
statements during a job interview to work as part of a team on mid to
Thanks for the advice.
If this part of the statement:
"doing a bit of design, and then working smart on an implementation"
informally implies the iterative approach I mention above, I think you
are on the right track and I am preaching to the choir.
Yah.
I was really just trying to list a few humorous or interesting examples
of John's point.
--Steve
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