antracer: Completely and totally agreed.It must be flexible, which means that the coders building that game must also be flexible. They can't be locked into a rigid structure built because of a TDD that was written a year ago when the game's design was different.Actually, agile development is generally a lot more flexible than other methods of development, and can adapt well to changing requirements. It needs not be TDD: Other forms of agile development, such as Scrum, can be used.In the end, it's up to the development team what works for them. It should be noted that the size of the development team (9 people) is actually the recommended maximum size for a Scrum team. Any bigger, and they'd probably have to break it up into two or more teams to maintain their agility.
You're leaving out the unfortunate fact that game developers roll their eyes and giggle uncontrollably when you say things like "utilizing industry Agile dev principles", "weekly development velocity", and "agile-blend techniques", leaving them unable to maintain physical efficiency.
Dilbert strips float through their heads when they hear terms like "TDD", "CI", and "Scrum", blocking out all productive thoughts.
I know this because I am one, and I'm afraid my eyes rolled and I giggled quite a bit while reading the last bit of this thread.
I even had a vision of Dogbert in a funny hat.
Sure, it makes it hard to properly potentially evaluate our weekly development velocity, ... giggle... but that's a burden everyone just has to live with.