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Scaling 
Online Game Development 
Maciej Mróz 
CTO, Ganymede
39 M. 
Registered Users 
3.1 M. 
MAU 
70 K 
New Registrations Per Day
OUR GROWTH 
We started small, just like 
everyone else. 
Took us a while to get to ~30 people. 
Then in 2012 we almost doubled our 
headcount. 
Made quite a few mistakes in the 
process :(
4 
THE 
'STARTUP 
DECEPTION' 
Startups are agile by nature. 
Any formalities and hierarchies are just 
overhead. 
Fast and loose on both engineering and 
product development. 
Everyone knows each other, the product, 
the customer. 
Communication is very informal.
... AND THEN IT ALL BREAKS DOWN
... AND THEN IT ALL BREAKS DOWN 
Growing complexity 
of technology, 
products, operations. 
Unclear 
and changing 
requirements. 
Product quality 
becomes harder 
and harder to maintain. 
Development slows 
down, morale suffers.
New employees are the first affected, 
but the last to voice their concerns.
8 
OUR 
MISTAKES 
What we missed: 
Formal hierarchy and clear responsibilities. 
Development process. 
Documentation. 
Communication channels. 
Employee onboarding and training. 
!
THE BIGGEST MISTAKE 
Assuming that things will work the same way 
at 2x size!
WELCOME TO HELL
SCRUM 
as standard development framework. 
CORE TECHNOLOGY TEAM 
STANDARDIZED 
collaboration tools (issue 
tracker, source control, code 
review, continuous integration). 
AUTOMATE EVERYTHING 
that's repeatable. 
EDUCATE 
our employees! 
TAMING THE CHAOS 
CHAOS
WHY SCRUM? 
15
WHY SCRUM? 
15 
Extremely good 
fit to online gaming where 
iterative approach to 
development is the norm. 
Simple, 
almost minimalistic 
framework. 
Most 
developers 
have at least vague idea 
of how it works. 
Training 
and resources 
are widely available.
SCRUM TRAINING 
Sprint 
RETROSPECTIVE 
Story 
points 
PRODUCT 
OWNER 
Task 
SUCCESS 
charts 
Backlog 
GROWTH 
SCRUM  
developers
SCRUM 
TRAINING 
Probably the most misunderstood 
framework in software engineering. 
Knowing Scrum Guide and understanding it 
are two different things. 
Reading a book on agile software 
engineering is not enough! 
Don't assume anything, train everyone! 
Get external help, it is worth it. 
SCRUM 
THE TRAPS 
IT'S NOT FOR EVERYONE, 
lone wolves may find it difficult to adjust. 
THE SPRINT 
must become the heart beat of the company, and it takes time. 
BROKEN IMPLEMENTATIONS 
can do more harm than good. 
CHANGING THE ORGANIZATION 
is going to meet resistance.
THE REAL CHALLENGE 
It’s not the 
development teams! 
Job positions 
and responsibilities must be changed. 
(Not everyone is going to be happy about it). 
Getting business 
people to understand technology is hard. 
So is getting tech people 
to understand business. 
Product people 
require even more training than developers.
DO IT EARLY 
If we were doing it again it would be a 
lot earlier! 
Introducing Scrum late is extremely painful. 
Old habits die hard. 
Prepare yourself for a marathon.
IN OUR CASE 
it took ~18 months to see the benefits
INDEPENDENT 
TEAMS 
Keep decisions decentralized, track only high 
level KPIs. 
Product teams are cross functional. 
•Programmers, designer, artist, tester, 
analyst... 
Product teams must really be in charge. 
Our development teams are responsible for 
product operations.
KNOWLEDGE/ 
TECHNOLOGY 
SHARING 
Core technology team (application server, 
tools, standards). 
SIGs/tribes (Spotify as an inspiration). 
•QA, analytics, server side development. 
•Can only be encouraged. 
Central Wiki for storing documentation - 
everyone sees (almost) everything. 
GitHub-like development model (we use 
GitLab) - everyone can see and use code from 
other teams. 
On the backend moving towards 
microservices.
Automation 
Builds 
•Repeatable build straight from source 
control is probably the most important thing 
you can do! 
Deployments, Rollbacks. 
Setting up/tearing down servers. 
Calculating common KPIs across all products. 
AUTOMATION
EMPLOYEE EDUCATION 
Mix of junior and senior people. 
Employee onboarding and training becomes 
full time job. 
•Technical, process, business knowledge. 
Recruitment becomes a constant process, 
not ad-hoc activity. 
Getting the right people in (and wrong people out) 
is a challenge. 
Better to stay small than grow unprepared.
GROWTH MUST BE PLANNED 
Make changes in 
advance 
The solutions for 
successful growth 
span every aspect of 
the company 
The balance is hard to 
keep 
Do not overdo it, 
some things do not 
make sense at 
small scale
SCALING IS NEVER 
REALLY DONE 
There's no silver bullet. 
Many things affecting how we work: 
•product portfolio, our users, keeping 
employees happy. 
Being more efficient vs having shorter cycle 
time. 
Cross functional teams vs silos - we are a 
hybrid! 
What works today, doesn't have to work for 
you tomorrow.
THANK YOU 
mmroz@ganymede.eu 
@maciejmroz

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Scaling Online Game Development

  • 1. Scaling Online Game Development Maciej Mróz CTO, Ganymede
  • 2. 39 M. Registered Users 3.1 M. MAU 70 K New Registrations Per Day
  • 3. OUR GROWTH We started small, just like everyone else. Took us a while to get to ~30 people. Then in 2012 we almost doubled our headcount. Made quite a few mistakes in the process :(
  • 4. 4 THE 'STARTUP DECEPTION' Startups are agile by nature. Any formalities and hierarchies are just overhead. Fast and loose on both engineering and product development. Everyone knows each other, the product, the customer. Communication is very informal.
  • 5. ... AND THEN IT ALL BREAKS DOWN
  • 6. ... AND THEN IT ALL BREAKS DOWN Growing complexity of technology, products, operations. Unclear and changing requirements. Product quality becomes harder and harder to maintain. Development slows down, morale suffers.
  • 7. New employees are the first affected, but the last to voice their concerns.
  • 8. 8 OUR MISTAKES What we missed: Formal hierarchy and clear responsibilities. Development process. Documentation. Communication channels. Employee onboarding and training. !
  • 9. THE BIGGEST MISTAKE Assuming that things will work the same way at 2x size!
  • 11. SCRUM as standard development framework. CORE TECHNOLOGY TEAM STANDARDIZED collaboration tools (issue tracker, source control, code review, continuous integration). AUTOMATE EVERYTHING that's repeatable. EDUCATE our employees! TAMING THE CHAOS CHAOS
  • 13. WHY SCRUM? 15 Extremely good fit to online gaming where iterative approach to development is the norm. Simple, almost minimalistic framework. Most developers have at least vague idea of how it works. Training and resources are widely available.
  • 14. SCRUM TRAINING Sprint RETROSPECTIVE Story points PRODUCT OWNER Task SUCCESS charts Backlog GROWTH SCRUM  developers
  • 15. SCRUM TRAINING Probably the most misunderstood framework in software engineering. Knowing Scrum Guide and understanding it are two different things. Reading a book on agile software engineering is not enough! Don't assume anything, train everyone! Get external help, it is worth it. SCRUM 
  • 16. THE TRAPS IT'S NOT FOR EVERYONE, lone wolves may find it difficult to adjust. THE SPRINT must become the heart beat of the company, and it takes time. BROKEN IMPLEMENTATIONS can do more harm than good. CHANGING THE ORGANIZATION is going to meet resistance.
  • 17. THE REAL CHALLENGE It’s not the development teams! Job positions and responsibilities must be changed. (Not everyone is going to be happy about it). Getting business people to understand technology is hard. So is getting tech people to understand business. Product people require even more training than developers.
  • 18. DO IT EARLY If we were doing it again it would be a lot earlier! Introducing Scrum late is extremely painful. Old habits die hard. Prepare yourself for a marathon.
  • 19. IN OUR CASE it took ~18 months to see the benefits
  • 20. INDEPENDENT TEAMS Keep decisions decentralized, track only high level KPIs. Product teams are cross functional. •Programmers, designer, artist, tester, analyst... Product teams must really be in charge. Our development teams are responsible for product operations.
  • 21. KNOWLEDGE/ TECHNOLOGY SHARING Core technology team (application server, tools, standards). SIGs/tribes (Spotify as an inspiration). •QA, analytics, server side development. •Can only be encouraged. Central Wiki for storing documentation - everyone sees (almost) everything. GitHub-like development model (we use GitLab) - everyone can see and use code from other teams. On the backend moving towards microservices.
  • 22. Automation Builds •Repeatable build straight from source control is probably the most important thing you can do! Deployments, Rollbacks. Setting up/tearing down servers. Calculating common KPIs across all products. AUTOMATION
  • 23. EMPLOYEE EDUCATION Mix of junior and senior people. Employee onboarding and training becomes full time job. •Technical, process, business knowledge. Recruitment becomes a constant process, not ad-hoc activity. Getting the right people in (and wrong people out) is a challenge. Better to stay small than grow unprepared.
  • 24. GROWTH MUST BE PLANNED Make changes in advance The solutions for successful growth span every aspect of the company The balance is hard to keep Do not overdo it, some things do not make sense at small scale
  • 25. SCALING IS NEVER REALLY DONE There's no silver bullet. Many things affecting how we work: •product portfolio, our users, keeping employees happy. Being more efficient vs having shorter cycle time. Cross functional teams vs silos - we are a hybrid! What works today, doesn't have to work for you tomorrow.