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Join Liam from the Game Production Academy in this detailed session, part two of a Q&A series happening on the Discord server. / discord Part one - Achieving Agile Harmony: Kanban and Time Management in Small Studios: https://studio.youtube.com/video/sAzr... Tackling Complexity: Kanban for Multi-Project Management in Small Studios In this session, I break down a practical approach to running one Kanban system of work across multiple client projects in a small work-for-hire studio. We cover board design (swimlanes, explicit handoffs, WIP limits), prioritisation for milestone delivery (classes of service, cost of delay + WSJF) and how to handle shared specialists like animation and QA using critical ratio. Key takeaways Kanban can handle milestones and fixed dates without switching to Scrum Use explicit handoff columns and WIP limits to reduce context switching Prioritise at the next gate level using cost of delay and size Use critical ratio to decide which project wins constrained specialist time Run short daily flow huddles and weekly replenishment to keep work moving QA lead capacity can become the bottleneck when external QA scales up Resources Comment “MIRO” and I will share the board export / template link Download pack (templates and examples): [link] Subscribe for Part 3 where we build the board and walk through real ticket movement. Chapters 0:00 Intro and context (multi-project work-for-hire, team of 10) 1:46 Kanban vs Scrum when clients keep changing scope 3:45 The only sustainable control: transparent trade-offs 7:11 Classes of service: expedite, fixed date, standard, intangible 12:46 Minimum viable board: one board, swimlanes, explicit handoffs 19:12 WIP limits and why cards should not move backwards 22:51 Critical ratio for constrained specialists (animation, QA lead) 30:25 Cost of delay scoring for next-gate prioritisation 35:16 WSJF at batch/gate level (not per asset) 37:27 Flow heuristics: early feedback, unblock downstream, FIFO ageing, minimise changeover 48:09 Optional filtered specialist queue (without creating a second board) 55:44 QA lead as constraint and how external QA changes the bottleneck 1:06:15 Wrap and next session preview Topics covered include: Kanban, Agile, Project Management, Game Production, Game Development, Work For Hire, Studio Operations, WIP Limits, Prioritisation, Cost of Delay, WSJF, Critical Ratio, Multi Project Management, Capacity Planning, Flow Metrics, QA Management, Animation Pipeline, Production Leadership, Small Studio My kanban explainer: • Kanban for Game Producers (Agile Series) More on estimating work: • Game Production: Why are you estimating Work? Free resources: https://www.game-production.com/freer... Courses: https://www.game-production.com/gamec... Book (CRC Press, 2026): https://www.game-production.com/riskm... Newsletter: https://www.game-production.com/newsl... ABOUT GAME PRODUCTION ACADEMY Game Production Academy helps game producers and production leaders deliver predictably without crunch. Expect practical guidance on planning, leadership and risk management with templates, examples and case breakdowns. Students and educators are welcome.