I feel this pain. My last assignment we went through all the process of grooming and story pointing, but the documentation was voluminous and we were all expected to be 100% conversant in each story. Then a story would take hours to groom and the testers weren’t exactly sure how to test it, so the developers would have to basically write the end-to-end test cases along with detailed explanations of what could and couldn’t be tested (arbitrary xml format, so some things you had to change independently to test, while other things would never be changed independently in prod so they weren’t valid to test. Also, sometimes the correct thing to do would be determined by the database schema (is nullable?) which would lead to vastly different behaviors.
And lastly, we had to commit to delivering these features on time and to let everyone know ASAP if a timeline was under threat. Well, sometimes I’d tell them the timeline was under threat before the sprint was even started. That pissed them off something fierce because then it made us look incompetent to the customer - well… if the truth hurts, fix something in leadership. Also we were expected to do “whatever it takes” to deliver stories on time. Whatever it takes means skipping the grooming stories and reading the documentation for the next feature because I have to get this feature out the door.
I’ve never worked in the game development industry, but stories like this are what has kept me out of it. “Crunch time” that lasted months? Fuck that. I’m fifty years old with 25 years experience. I have kids at home. I work my ass off for about 9 hours a day and every once in a while a little more, but I’m not about that fucking lifestyle over shitty business software to make a shitty business more shitty money.
So needless to say I’m between jobs at the moment… I’m so over terrible leadership.
I feel this pain. My last assignment we went through all the process of grooming and story pointing, but the documentation was voluminous and we were all expected to be 100% conversant in each story. Then a story would take hours to groom and the testers weren’t exactly sure how to test it, so the developers would have to basically write the end-to-end test cases along with detailed explanations of what could and couldn’t be tested (arbitrary xml format, so some things you had to change independently to test, while other things would never be changed independently in prod so they weren’t valid to test. Also, sometimes the correct thing to do would be determined by the database schema (is nullable?) which would lead to vastly different behaviors.
And lastly, we had to commit to delivering these features on time and to let everyone know ASAP if a timeline was under threat. Well, sometimes I’d tell them the timeline was under threat before the sprint was even started. That pissed them off something fierce because then it made us look incompetent to the customer - well… if the truth hurts, fix something in leadership. Also we were expected to do “whatever it takes” to deliver stories on time. Whatever it takes means skipping the grooming stories and reading the documentation for the next feature because I have to get this feature out the door.
I’ve never worked in the game development industry, but stories like this are what has kept me out of it. “Crunch time” that lasted months? Fuck that. I’m fifty years old with 25 years experience. I have kids at home. I work my ass off for about 9 hours a day and every once in a while a little more, but I’m not about that fucking lifestyle over shitty business software to make a shitty business more shitty money.
So needless to say I’m between jobs at the moment… I’m so over terrible leadership.