![]() ![]() I’ve used the same approach in a variety of other application domains, notably hardware development. But the ideas above extend beyond just game development. Most teams do quite well with a single definition of done. Are Multiple Definitions of Done Right for You? You’re not embarrassed by D3 and only your hardest core users will notice the ways it could be better. ![]() But, time intrudes and they ship the product. There will always be areas the team wants to go back to and further improve. A typical public release will include a mix of D4 and D3 items. But the feature could be shipped with this feature in this state if necessary.ĭ4: The feature is tuned, polished, and everyone loves it. The team may not want to release it yet-they may first want to improve the frame rate, add some polygons, brighten colors, and so on. It’s good enough to include in a major public release. For animation, this was often “the character is animated in a white room.” It’s “shippable” to friendly users (often internal) who can comment on whether the new functionality meets its objective.ĭ2: The thing is integrated into the game and users can play it / interact with it.ĭ3: The feature is truly shippable. In a number of game studios, this has led to a four-level definition of done:ĭone, Level 1 (D1) means the new feature works and decisions can be made. The team should do just enough to answer that question. So it would be extremely wasteful for a game team to have a definition of done requiring all art to be perfect, all audio be recorded, and refresh rates be high when they are merely trying to decide if a new character is fun. If they can’t, the character isn’t added to the game. Sometimes, for example, a game team experiments with a new character trying to make the character fun. One thing I’ve really enjoyed in working with game studios is that they understand that not all work will make it into the finished game. “Done” still means tested, but it may mean tested to different-but appropriate-levels. I am most definitely not saying they code something in a first sprint and test it in a second sprint. ![]() A team takes a product backlog item to definition of done Level 1 in a first sprint, to definition of done Level 2 in a subsequent sprint, and so on. But I’ve worked on a few projects whose teams benefitted from having multiple definitions of done. But, hopefully, they would add that to their definition of done over time.Īll this is sufficient for the vast majority of teams. For example, a team using the example above might not be able to do so much automated testing when first starting out. Many teams will improve their Definition of Done over time. The feature the code implements has been documented in any end-user documentation such as manuals or help systems.(That is, unit, service and user interface.) The code comes with tests at all appropriate levels.The code was either pair programmed or peer reviewed.(Kind of an “of course” statement, but still worth calling out.) (That is, we’re happy with it and don’t feel like it immediately needs to be rewritten.) The definition of done (often called a “DoD”) establishes what must be true of each product backlog item for that item to be done.Ī typical DoD would be something similar to: Having a “definition of done” has become a near-standard thing for Scrum teams.
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