Riad is the product manager of Codecks. He is also the co-founder of indie games company Maschinen-Mensch and still believes that Street Fighter 2 is the most beautiful video game ever created. Coincidentally he also believes that Codecks is the best project management tool for game developers. Apparently he has been creating video games for over 14 years now and considers himself a productivity nerd: scrum, kanban, extreme programming, waterfall, seinfeld. He has tried it all.
Codecks is a project management tool inspired by collectible card games. Sounds interesting? Check out our homepage for more information.
If you’re a game developer, chances are you’ve encountered Scrum. It’s probably the most popular development process framework used in our industry today. In pretty much every team I’ve worked in or heard from, Scrum, in one form or another, has been the go-to. But here’s the catch: also in every team, the actual process often ends up being something more like “Scrum-but…” – you know, mostly Scrum, but with a few rituals or roles conveniently skipped or modified. This is incredibly common.
So, what is Scrum really about, especially for us game devs? Is “Scrum-but” good enough? Or are we missing out on the core benefits by not understanding the original intent? I believe the fundamental power of Scrum lies in a simple idea: it’s a contract between the people doing the work and the people managing the work, designed to save everyone a lot of frustration and lead to better outcomes.
Let’s be honest, the relationship between developers and management can sometimes be strained. I’ve certainly experienced this. Picture this: it’s Friday afternoon, and a manager drops by your desk. “Hey, great news! We have this super important, make-or-break demo for a stakeholder on Monday morning. We need you to build this new feature.”. Weekend plans? Gone, of course. That’s a drastic example, but it’s happened to me. More commonly, it’s the constant drip of shifting priorities, new “urgent” tasks appearing mid-week, and unrealistic deadlines that lead to stress, burnout, and a feeling that you can never truly focus and do your best work.
From the manager’s or stakeholder’s perspective, their frustrations are often the flip side: developers not finishing work on time, features being delivered with overlooked requirements, or the team focusing on isolated tasks instead of the bigger business goals.
Scrum attempts to solve these mutual pain points by creating a clear agreement, a contract, if you will.
This is the core of the Scrum contract: clear priorities and commitment from management, leading to a protected period of focused work for the team, resulting in a valuable increment of the game. The various Scrum “rituals” or “events” are all built around establishing and maintaining this contract. When it works well, it’s a win-win, making development more comfortable and predictable for everyone.
Scrum isn’t just a random collection of meetings. It emerged as a specific framework under the broader “Agile” project management umbrella in the early 1990s. Its key architects were Ken Schwaber and Jeff Sutherland. They drew inspiration from various sources, including a 1986 Harvard Business Review article, “The New New Product Development Game” by Takeuchi and Nonaka, which used the rugby term “scrum” to describe a holistic, team-based approach to product development.
Schwaber and Sutherland first formally co-presented Scrum at the OOPSLA (Object-Oriented Programming, Systems, Languages & Applications) conference in 1995. This presentation essentially documented the learnings they had gained over the previous few years working with teams. Later, both were among the 17 original signatories of the Manifesto for Agile Software Development in 2001. To further clarify and standardize the framework, they published the first official Scrum Guide in 2010, which has been periodically updated since then and remains the definitive source for understanding Scrum.
The creators of Scrum designed its roles, events, and artifacts to be an interwoven system, meaning each part reinforces the others. This means that, technically, to be “doing Scrum” by the book, a team should implement all of its core elements. If you’re only doing daily stand-ups and two-week sprints but skipping Sprint Reviews or Retrospectives, for example, then you’re not really doing Scrum; you’re using a “Scrum-inspired” process or adopting a few of its rituals. There’s nothing inherently wrong with a Scrum-inspired approach, but it’s important to understand what you might be losing by omitting certain pieces, as each is designed to uphold that central “contract.”
Codecks fits nicely into Scrum, too. We’ll also go through how each one of our features connects to Scrum, and how it can help.
Let’s look at the key Scrum components and how they apply to making games:
1. The Product Backlog:
2. Sprint Planning:
3. The Sprint:
4. Daily Scrum (Stand-up):
5. Sprint Review:
6. Sprint Retrospective:
We’ve also written our A Step-by-Step Guide to Planning and Executing a Game Development Sprint, with a practical approach on how to set a sprint for you and your team.
Scrum defines a specific role called the Scrum Master. Their job isn’t to manage the team in a traditional sense, but to act as a facilitator and a guardian of the Scrum process. They help the team understand and enact Scrum theory and practice, guide them through the events, help remove impediments, protect the team from outside disruptions (upholding that “contract” by shielding them from mid-sprint scope changes), and also hold the team accountable for achieving their Sprint Goals. Their work is often visible in the Daily Scrums by helping to uncover and resolve frictions slowing the team down.
You can even get certified as a Scrum Master. However, in many game development teams, especially smaller ones, having a dedicated, separate Scrum Master is rare. Often, this role is informally filled. A producer on the team can be a fine choice for this, as they are often already concerned with process and team efficiency. The main advice I have is to avoid having an active programmer or artist from the team simultaneously try to be the Scrum Master for that same team. If someone is both a “player” in the sprint (e.g., with their own coding or art tasks) and the “referee” (Scrum Master), they can face competing interests; for instance, prioritizing their own sprint tasks over helping unblock someone else, or hesitating to enforce a process rule that might affect their own work. A degree of separation, even if it’s a producer who isn’t directly contributing art or code to that specific sprint, can help maintain objectivity and better support the team in fulfilling their goals.
Scrum, when understood and implemented well, offers a powerful framework for navigating the complexities of game development project management, game development planning, and everything that goes into making a game. That “contract” it establishes (clear goals and protected focus in exchange for committed effort and valuable results) can genuinely save your team’s sanity and lead to better games.
However, simply adopting a few Scrum terms or holding a daily meeting isn’t enough. Its strength lies in the synergy of its roles, events, and artifacts. If you’re finding your “Scrum-but” implementation is leading to frustration, it might be worth revisiting the original Scrum Guide or resources like Mike Cohn’s “Succeeding with Agile” to understand the “why” behind each piece.
Whether you go full Scrum or adopt a tailored, Scrum-inspired approach, the key is to ensure your process truly supports your team in delivering value, communicating effectively, and adapting to the ever-shifting adventure that is making games.
Do you have any questions about Codecks, game development or anything else? Send them over, and we'll answer them asap!
Codecks is a project management tool inspired by collectible card games.