Scrum Sprint Board
Lumenhaus Games · Game development · Seattle, WA
Isolde Varga is scrum master at a small game studio and uses this to run sprint planning, see velocity and keep retrospective actions from being forgotten.
Use this templateBy status
EpicsAmbient life and sound
Polish and accessibility
Tides
Platform and save system
Lantern mechanics
Harbor level
Tables
Epics
6 sample rows · 9 columnsLarge pieces of the game, each made of stories, with points rolled up.
| Epic | Status | Owner | Outcome | Add story |
|---|---|---|---|---|
| Lantern mechanics | Done | Fatou Diallo | Players can light, carry and swap a lantern | — |
| Harbor level | Done | Nora Whitcombe | The harbor level is explorable end to end | — |
| Tides | In progress | Nora Whitcombe | Tide cycles change what the player can reach | — |
| Platform and save system | In progress | Caleb Nakamura-Reid | Saving, loading and settings never lose progress | — |
| Ambient life and sound | Planned | Isolde Varga | Wind, birds and a music layer that reacts to the lantern | — |
| Polish and accessibility | Planned | Caleb Nakamura-Reid | Controller remapping, subtitles and colour-blind modes | — |
Sprints
4 sample rows · 12 columnsTwo-week sprints with a goal, capacity and the points committed and completed.
| Sprint | Number | Phase | Starts | Ends | Sprint goal | Capacity (points) |
|---|---|---|---|---|---|---|
| Lantern sprint | 1 | Sep 7, 2026 | Sep 20, 2026 | Players can light and carry a lantern | 34 | |
| Harbor sprint | 2 | Sep 21, 2026 | Oct 4, 2026 | The harbor level is walkable end to end | 34 | |
| Tideline sprint | 3 | Oct 5, 2026 | Oct 18, 2026 | Tides change the paths in the harbor | 32 | |
| Gull sprint | 4 | Oct 19, 2026 | Nov 1, 2026 | Ambient creatures and first audio pass | 32 |
Stories
22 sample rows · 18 columnsEvery story, bug and task, its points, who has it and whether it is blocked.
| Story | Story number | Sprint | Epic | Status | Type | Points |
|---|---|---|---|---|---|---|
| Lantern light radius shader | — | Lantern sprint | Lantern mechanics | Done | 5 | |
| Pick up and drop lantern | — | Lantern sprint | Lantern mechanics | Done | 3 | |
| Lantern oil meter in the HUD | — | Lantern sprint | Lantern mechanics | Done | 3 | |
| Fix lantern flicker on pause | — | Lantern sprint | Lantern mechanics | Done | 2 | |
| Build pipeline for nightly builds | — | Lantern sprint | Platform and save system | Done | 8 | |
| Harbor tilemap and collision | — | Harbor sprint | Harbor level | Done | 8 | |
| Dock ladders and climbing | — | Harbor sprint | Harbor level | Done | 5 | |
| Crates that float and sink | — | Harbor sprint | Harbor level | Done | 5 | |
| Save slot picker | — | Harbor sprint | Platform and save system | Done | 5 | |
| Camera clips through the lighthouse | — | Harbor sprint | Harbor level | Done | 3 | |
| Tide height curve over a day | — | Tideline sprint | Tides | Done | 5 | |
| Paths appear and vanish with the tide | — | Tideline sprint | Tides | In review | 8 |
Retrospectives
3 sample rows · 6 columnsWhat the team learned at the end of each sprint and who follows up.
| Retrospective | Sprint | Held | What went well | What to improve | Action owner |
|---|---|---|---|---|---|
| Tideline sprint retrospective | Tideline sprint | Oct 18, 2026 | Water and tide work came together faster than planned. | The very old save crash ate two days; we need a save-format test. | Emeka Obi |
| Harbor sprint retrospective | Harbor sprint | Oct 5, 2026 | The harbor tilemap was done a day ahead; design and code stayed in sync. | Review queue backed up on Thursday. | Caleb Nakamura-Reid |
| Lantern sprint retrospective | Lantern sprint | Sep 21, 2026 | Lantern shader landed early; pairing on tricky bugs helped. | Estimates for the pipeline task were far too low. | Isolde Varga |
Also included
- Start
- Mark done
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