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Danis Sagitov - 1673233 - Assignsubmission - File - Group Project

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Danis Sagitov - 1673233 - Assignsubmission - File - Group Project

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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1

Completed by:
Knyazev Yaroslav
Danis Sagitov
Title of study: Group or individual project
Title of subject: Agile Management in Virtual Environments
2

Sprint Planning...................................................................................................................................................
Prioritization with MoSCoW Method...............................................................................................................
Task Breakdown.................................................................................................................................................
Story Points..........................................................................................................................................................
Sprint Execution Simulation..............................................................................................................................
Sprint Retrospective...........................................................................................................................................
References............................................................................................................................................................
3

Sprint Planning

User Stories

1. Unity Services Integration


As a developer, I want to integrate Unity Services for multiplayer and content
delivery so we can manage game features and updates more efficiently.
○ INVEST Criteria:
■ Independent: This feature can be implemented independently of other
game mechanics.
■ Negotiable: The specific Unity Services to be integrated can be
adjusted based on project needs.
■ Valuable: Facilitates efficient multiplayer management and content
updates.
■ Estimable: Estimated based on the complexity of integrating various
Unity Services.
■ Small: Focuses solely on setting up core Unity Services for MVP.
■ Testable: Testable by ensuring that multiplayer and content updates
work seamlessly.
2. Multiplayer Experience
As a player, I want to experience multiplayer mode with smooth matchmaking and
low latency so I can enjoy competitive gameplay without interruptions.
○ INVEST Criteria:
■ Independent: This feature can be implemented without affecting the
single-player mode.
■ Negotiable: Matchmaking parameters and latency optimization can be
refined as needed.
■ Valuable: Provides a better competitive experience and helps retain
players.
■ Estimable: Estimated based on network and server requirements.
■ Small: Focuses on improving matchmaking and latency for
multiplayer mode.
■ Testable: Testable by monitoring player experiences and ensuring that
connections are stable.
3. DevOps Pipeline for Continuous Delivery
As a DevOps engineer, I want to set up a robust CI/CD pipeline so we can automate
the process of building, testing, and deploying game updates seamlessly.
○ INVEST Criteria:
■ Independent: Can be implemented independently of core gameplay
features.
■ Negotiable: Specific tools and configurations can be adjusted based on
the team's requirements.
■ Valuable: Ensures that updates are delivered quickly and reliably,
reducing downtime and errors.
■ Estimable: Estimated based on integration complexity and tool setup.
■ Small: Focuses solely on automating build and deployment steps.
■ Testable: Testable by validating if builds and deployments occur
automatically without manual intervention.
4

4. UI/UX Research and Usability Testing


As a UI/UX designer, I want to conduct user research and usability testing so I can
improve the game's interface based on player preferences and behaviors.
○ INVEST Criteria:
■ Independent: Can be implemented alongside other features.
■ Negotiable: The methods and scope of user research can be refined as
needed.
■ Valuable: Ensures that the game interface meets player expectations
and enhances their experience.
■ Estimable: Estimated based on the amount of research and number of
user tests conducted.
■ Small: Focuses solely on gathering initial feedback and identifying
major pain points.
■ Testable: Testable by analyzing user feedback and observing changes
in player satisfaction.
5. Low-End Device Optimization
As a project stakeholder, I want to ensure the game is optimized for low-end devices
so we can reach a wider audience.
○ INVEST Criteria:
■ Independent: Can be worked on without affecting other features.
■ Negotiable: Optimization level can be adjusted for different devices.
■ Valuable: Expands potential user base.
■ Estimable: Estimated based on testing requirements across devices.
■ Small: Focuses on optimization efforts.
■ Testable: Testable by running the game on various low-end devices.
6. Promotional Video Content
As a marketing manager, I want promotional video content to be ready for game
launch so we can attract players effectively.
○ INVEST Criteria:
■ Independent: Not dependent on in-game features.
■ Negotiable: Content and style can be adjusted for marketing goals.
■ Valuable: Helps attract players and generate interest.
■ Estimable: Estimated based on video production time.
■ Small: Focuses solely on promotional content creation.
■ Testable: Testable by reviewing the video content for quality and
messaging.
5
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Prioritization with MoSCoW Method

● Must Have:
○ Path-drawing mechanic for controlling the pickaxe (already implemented).
○ Basic Kazakh-inspired visual elements (already implemented).
○ Multiplayer mode for real-time competition.
○ Unity services integration for content delivery, multiplayer, and configuration
management.
○ Optimization for low-end devices.
● Should Have:
○ Integration of rewarded ads for in-game bonuses.
○ Leaderboard system for competitive tracking.
○ Preparation of promotional videos for marketing.
○ UI/UX design improvements to enhance the player experience.
● Could Have:
○ Skin customization for pickaxes to enhance visual appeal.
○ Optional ad-free purchase option for uninterrupted gameplay.
○ Advanced analytics using Unity services to understand player behavior.
○ DevOps setup for efficient development and deployment processes, including
automated builds and testing.
● Won’t Have:
○ Advanced in-game achievements or badges for the MVP (Minimum Viable
Product) stage.
8

Task Breakdown

1. Multiplayer Mode
○ Develop real-time score tracking for competitive gameplay.
○ Implement basic matchmaking to pair players in multiplayer mode.
○ Test multiplayer interactions to ensure smooth connectivity and player
experience.
2. Unity Services Integration
○ Implement Unity content delivery services for efficient game updates.
○ Set up Unity multiplayer services for better player matching and
synchronization.
○ Integrate Unity Remote Config for managing game settings and updates.
3. Optimization for Low-End Devices
○ Optimize game code and rendering to improve performance on low-end
devices.
○ Conduct testing on various devices to identify and address performance
bottlenecks.
4. UI/UX Design Improvements
○ Develop and implement a more user-friendly interface for smoother
navigation.
○ Conduct usability testing to gather player feedback and iterate on UI/UX
design.
5. Promotional Videos
○ Create a storyboard for promotional videos.
○ Record and edit gameplay footage to showcase key features.
○ Integrate marketing messages to attract potential players.
6. DevOps Setup
○ Set up automated build pipelines to streamline development.
○ Implement automated testing to catch issues early and ensure quality.
○ Develop a continuous integration/continuous deployment (CI/CD) process to
maintain steady game updates.
9

Story Points

● Multiplayer setup: 13 points


● Unity services integration: 8 points
● Optimization for low-end devices: 8 points
● UI/UX design improvements: 5 points
● Promotional videos: 5 points
● DevOps setup: 8 points
10

Sprint Execution Simulation

Task Assignments

● Yaroslav (Multiplayer Lead Developer): Responsible for refining the multiplayer


mode, focusing on smooth interactions and improving player connectivity. Yaroslav
will also handle matchmaking optimization to enhance the multiplayer experience.
● Danis (Backend Services Engineer): In charge of setting up Unity services for
content delivery, multiplayer, and configuration management. Danis will also ensure
that Unity services are properly integrated to allow seamless content updates and
multiplayer functionalities.
● Aigerim (UI/UX Specialist): Tasked with improving the UI/UX design by
implementing a more intuitive interface and conducting usability testing sessions.
Aigerim will gather player feedback to iterate on designs and ensure a user-friendly
experience.
● Alex (Performance Optimization Engineer): Focused on optimizing the game for
low-end devices. Alex will work on improving code efficiency, reducing memory
usage, and ensuring that the game performs smoothly across a wide range of hardware
configurations.
● Elena (Marketing Content Creator): Responsible for preparing promotional video
content, including creating storyboards, editing gameplay footage, and integrating
marketing messages to attract potential players and generate interest before launch.
● Michael (DevOps Engineer): Handles the setup of DevOps processes for automated
builds, testing, and continuous integration/continuous deployment (CI/CD). Michael
will ensure that the CI/CD pipeline is efficient and capable of supporting frequent
updates without disrupting gameplay.

Tasks are tracked using a progress tracker with columns such as “To Do,” “In Progress,” and
“Completed” for visibility. Each team member updates the board with notes on progress,
challenges faced, and completion status, ensuring transparent communication and
accountability.
11

Sprint Retrospective

Importance of Retrospectives in Agile

Retrospectives are crucial in Agile as they enable teams to reflect on past sprints, identify
successes, and uncover areas for improvement. Effective retrospectives help create a culture
of continuous learning and adaptation, which ultimately drives better outcomes for the team
and project.

Retrospective Techniques

● Start, Stop, Continue: A method where team members discuss what they should start
doing, stop doing, and continue doing based on the sprint.
● 4Ls (Liked, Learned, Lacked, Longed For): A structured approach to understand
team sentiments and foster improvements.

What Went Well

● The path-drawing mechanic is intuitive and well-received during testing.


● Culturally inspired visuals stand out, enhancing the game’s uniqueness and appeal.
● Multiplayer mode adds engagement and has the potential for high player retention.
● Unity services integration helped streamline multiplayer and content updates.
● Promotional videos were effective in showcasing key features and generated positive
feedback.
● The new UI/UX design significantly improved user experience and received positive
player feedback.

What Could Be Improved

● Multiplayer matchmaking requires further refinement to reduce wait times.


● Optimization for low-end devices needs more extensive testing to address occasional
frame drops.
● DevOps pipeline setup needs to be faster to accommodate frequent updates.
● The promotional videos could be more focused on highlighting unique game features.

Action Items

● Refine multiplayer matchmaking to improve pairing speed.


● Conduct additional testing on low-end devices to ensure consistent performance.
● Improve DevOps pipeline efficiency to speed up build and deployment processes.
● Update promotional videos to better emphasize the game’s unique elements.
12
13

References

Miro board link: https://miro.com/app/board/uXjVLIyWtgw=/?


share_link_id=705249390028

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