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BONUS Agile in Gaming Track Preview With Eagan Rackley At The Global Agile Summit

BONUS Agile in Gaming Track Preview With Eagan Rackley At The Global Agile Summit

Published 3 days, 18 hours ago
Description
BONUS: The Game Industry Is Ending — And Why That Might Be the Best Thing for Agile Teams

In this BONUS episode, we preview the Agile in Gaming track at the Global Agile Summit 2026 with track host Eagan Rackley. Eagan shares how he curated a lineup of speakers that spans indie studios, AI-driven game platforms, and multi-studio leadership — all focused on the human side of game development during one of the industry's most turbulent periods. If you've ever wondered what Agile looks like when artists, designers, sound engineers, and programmers all need to ship together under pressure, this is the episode.

From Agile Coach Client to Track Host

"You helped me recognize strengths I'd been dismissing in myself as a leader that I could turn the volume up on, and helped turn me on to some of my more people-first instincts into actual leadership accents."

Eagan's path to hosting the Agile in Gaming track started when he worked with Vasco at Malwarebytes in the early 2020s. That coaching relationship shifted how he thought about leadership — moving from dismissing his people-first instincts to leaning into them. When the Global Agile Summit opened up volunteer spots in 2025, he jumped in and co-hosted the development track. Game dev speakers drew strong audience engagement, and when the team suggested a dedicated gaming track for 2026, it was an easy yes. For Eagan, hosting is not just about giving — it is about learning from peers in an industry he transitioned into and loves deeply.

Why Agile in Gaming Deserves Its Own Track

"A lot of the problems we solve in gaming are the same problems people are solving in Agile everywhere, just with a different space. But also, Agile is very specific in gaming — even something like storyboarding is functionally different because you're describing a car in a city that makes these sounds, that drives with physics in this way."

Gaming sits at a unique intersection of disciplines — art, sound, design, engineering, narrative — all collaborating under tight constraints. Agile shows up differently here. The frameworks are similar, but the mechanics of how multidisciplinary teams coordinate are distinct. At gaming conferences, you rarely hear people talk about agility the way the Agile community does, and at Agile conferences, gaming is almost never represented. Eagan saw that gap and built a track to bridge it. The problems — building trust under pressure, introducing change to skeptical teams, managing cross-discipline dependencies — are universal. The context just makes them more vivid.

The Producer Who Hates Agile but Runs an Agile Shop

"He doesn't like Agile at all. He runs a really humanist-centered version of waterfall that can pivot quickly, which my argument is it's fairly agile, but it's not something he believes in — but it's also one of the most agile places I've ever worked."

One of Eagan's most striking observations comes from his current studio, led by an executive producer named Chris Whiteside. Chris explicitly rejects Agile as a label — likely burned by past implementations where someone tried to install a framework rather than nurture a mindset. Yet the way he runs teams is deeply human-centered, responsive, and adaptive. It is a useful reminder that the label matters far less than the behavior, and that some of the

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