Building Better Games

E99: Stop Using 2-Week Sprints - Here's Why They're Failing You


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Why do most teams default to two-week sprints, even when they're wrong?

In this episode, Ben Carcich breaks down a simple model with three dials that you should use to tune your iteration length. He explains why iteration length is a product lever, not a calendar convenience for your leadership, and how choosing the right rhythm for your team can reduce thrash, increase learning speed, and improve value delivery.

What you'll learn in this episode:

  • The three dials that shape iteration length

  • What the "reciprocal commitment" of an iteration is and why it matters

  • The problem with rolling work from sprint to sprint

  • How shorter iterations improve focus and learning without adding more meetings

  • Why shorter beats longer iterations for exposing hidden problems

This episode is for game developers and leaders who want to learn how to:

  • Set an iteration length you can defend and adjust to reduce thrash.

  • Avoid becoming a slave to a broken work system that doesn't serve you.

  • Have more effective meetings and move faster with less effort.

Connect with us:

  • LinkedIn: https://www.linkedin.com/in/benjamin-carcich

  • Website: https://www.buildingbettergames.gg

  • YouTube: https://www.youtube.com/@BuildingBetterGames

If you enjoyed this video and want to see more content on how to build better games, hit subscribe! Your support helps us create more videos that help you solve the problems that matter.

#GameDev #ProjectManagement #Leadership #Agile #Scrum

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Building Better GamesBy Benjamin Carcich

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