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

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 most agile organizations don't call themselves agile at all. The pattern Eagan has seen across studios mirrors what happens everywhere: framework-only installations that generate resistance, versus environments where the mindset develops organically.

Accessible Excellence: The Skateboard Video Philosophy

"I wanted to create a track that felt like accessible excellence. Just pushing beyond right where we were, but you could watch these talks and say, I could do that, that could be me. On Monday morning, I want to go in and try to be that person a little more."

When selecting speakers, Eagan drew on an unlikely reference point: a 1990s skateboard video called Zero Hero by a company called Zoroac. The skaters were not doing impossible three-story drops — they were doing moves that felt just one or two steps beyond what you could already do. That is the energy Eagan wanted for the track. Not aspirational keynotes from unreachable experts, but stories from people whose work makes you think: I could try that on Monday. He deliberately chose speakers across a range of experience levels and industry positions to hit that sweet spot.

The Speakers and What to Expect

"I want this track to be the answer to the question of whether it's worth it to stay in the industry and keep going — with some evidence that there are people out there doing this work thoughtfully, doing it well, and finding ways to remain human."

The track features a deliberately diverse lineup. Clinton Keith delivers the keynote, titled "The Game Industry As We Know It Is Ending — And the Future Could Be Much Better," which examines why the old AAA model is failing and where the industry is heading. Umar Ajaz focuses on building Agile into indie studios from the ground up — a timely topic as the industry shifts toward smaller, more agile teams. Kat Antonovich brings a social work background to team dynamics and change management, and Eagan intentionally sought an associate-level speaker because junior professionals have been disproportionately hit by industry layoffs. Marcos Jordt presents on Bitmagic, a fully AI-driven game development platform, along with his experience setting up Agile in Finland. And Kari Koivistoinen addresses the macro level: how to run multiple studios while preventing crunch and keeping team environments healthy.

Who Should Register

"These are the same problems everyone is solving in Agile. How do you build trust on teams under pressure? Introducing change when people are resistant or skeptical. Those show up everywhere."

This track is for curious people — whether they work in gaming or not. If you are interested in how teams solve problems with creativity and constraints, how multidisciplinary collaboration actually works (or breaks down), and what happens when an industry goes through a genuine transformation, there is something here for you. The goal is not prescriptive solutions. It is about getting down to fundamentals: what makes people do their best work and what makes teams function well. For people already in the gaming industry, Eagan designed this track to be the answer to the question many are asking after years of layoffs, studio closures, and canceled projects — is it still worth it? The track says yes, and backs it up with evidence.

About Eagan Rackley

Eagan Rackley is the track host for the Agile in Gaming track at the Global Agile Summit and a seasoned software engineer and Agile leader with 24+ years of experience spanning game development, enterprise architecture, graphics, and highly parallel programming. A passionate problem-solver, he excels in building collaborative teams, driving innovation, and turning conflict into opportunity. He thrives on creating software that empowers people and transforms ideas into impact.

You can link with Eagan Rackley on LinkedIn.

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