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Rob Sandberg's avatar

Great piece, Doug. The dependency chain framing maps cleanly onto what Lean calls a value stream, and your OBAMA sequence is essentially a value stream map waiting to be drawn. One thing Lean adds to the waterfall toolkit that doesn't get enough attention in games is the distinction between cycle time and wait time. In most AAA pipelines, the majority of elapsed time on any asset isn't work time. It's queue time between handoffs. The bottleneck problem you describe is real, but the bigger silent killer is assets sitting idle waiting for the next department to pick them up. Takt time thinking (matching each team's output rate to the downstream team's intake rate) can help teams design their capacity to reduce that accumulation before it becomes a crisis. The wall you built at Creative Assembly was essentially doing this manually and visually, which is exactly what Lean practitioners would recommend. The Jabberslythe is a perfect example of a high-WIP, low-flow feature, and the five-year wait for it suggests nobody had sized the constraint correctly at the start.

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