Lessons Learned from Becoming Agile at Electronic Arts: Using Scrum and Kanban to develop EA's Physics Engine

A session at JAX London 2011 - Autumn Edition

  • Mike Bassett

Tuesday 1st November, 2011

4:20pm to 5:10pm (GMT)

The drive continues to make games ever more realistic. At the core of enhancing the player’s experience and of simulating reality, is the physics engine. Take Electronic Arts’ SPORTS FIFA 2012 football game: EA’s physics engine combined with sophisticated animation and artificial intelligence technology brings a level of believable player interaction and emergent behaviour never seen before in a sports title. This talk tells the story of a journey into the brave new agile world: We’ll share the success and joy as well as the trials and tribulations of the development group responsible for EA’s physics engine located in Guildford, Surrey. We'll talk about the application of Scrum and Kanban to develop new engine features and to research new technologies, and we'll demonstrate the engine's power with a few video clips.

About the speakers

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Mike Bassett

Electronic Arts

This person is speaking at this event.
Roman Pichler

Pichler Consulting Ltd

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JAX London 2011 - Autumn Edition

England England, London

31st October to 2nd November 2011

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Time 4:20pm5:10pm GMT

Date Tue 1st November 2011

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Books by speaker

  • Agile Product Management with Scrum

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