PM 591 Week 2 Agile Teams and Leadership Example

Reviewed by Davina Cresswell, MBA · University of Phoenix · Updated

This PM 591 Week 2 example designs agile teams and the leadership roles around them for an organization moving from directed production to self-managing teams. University of Phoenix PM 591 examines agile teams and leadership in Week 2, and PM/591 asks MBA students to explain how authority, accountability and support shift when teams manage their own work. The organization is the composite Austin game studio from Week 1, starting production of a new action role-playing game with about 140 people. The paper sets team design principles, organizes feature teams around parts of the player experience, separates the creative director's vision role from the product owner's backlog role, defines servant leadership for leads and managers, addresses psychological safety and autonomy and sets measures of team health.

CoursePM 591 Agile Project Management (PM/591)
Week2
Paper typeGraduate agile team and leadership design
Lengthabout 1,158 words, 4 double-spaced pages plus title page and references
FormatAPA 7 student paper
SchoolUniversity of Phoenix
ProgramMBA
UpdatedOctober 2026

Free sample paper for PM 591 Week 2

1

The Creative Director Is Not the Product Owner: Designing Agile Teams and Leadership Roles at a Game Studio

[Student Name]

University of Phoenix

PM/591: Agile Project Management

Week 2 Assignment

[Instructor Name]

[Date]

Bluebonnet Forge Games, its teams, leaders and figures are composites written for a model paper.

What this part is doingThe title names the role conflict the paper resolves.
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Week 1 recommended that Bluebonnet Forge Games, the composite Austin studio in this course, adopt Scrum for the feature teams building its new action role-playing game. The studio's previous structure was organized by discipline: designers, programmers, artists, animators, audio and quality assurance, each with a lead who assigned tasks, and a producer who coordinated schedules across them. About 140 people will work on the new title at peak. This paper designs the teams and the leadership roles that agile delivery requires.

Team Design Principles

The team design rests on five principles. Teams are cross-functional, containing the skills to take a feature from idea to playable build. They are small, seven to nine people, so that everyone can take part in planning and review. They are stable, kept together for at least a year, because trust and shared understanding take time. They are organized around player-facing outcomes rather than disciplines. And they have a clear mission and boundaries, so that autonomy is real but bounded.

Lee and Xia (2010) studied software development teams and found that team autonomy improved a team's ability to respond to changes efficiently, while team diversity improved the extent of responses, but that too much autonomy without coordination could reduce effectiveness. The principles aim for autonomy within clear missions and coordination mechanisms.

What this part is doingGrounding the principles in research shows they were chosen, not copied.
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The Team Structure

Twelve feature teams each own part of the player experience: combat, enemies, exploration, quests, progression, companions, crafting, user interface, world building in two regions, cinematics and onboarding. Each team includes two or three programmers, a designer, two or three artists or animators, a quality assurance tester and, shared between pairs of teams, an audio designer. Two further teams serve the others: a platform team for the engine, performance and console requirements and a tools team for the content pipeline. Art outsourcing for large volumes of environment assets is coordinated through a small content production team that works in flow rather than sprints.

Separating Vision From Backlog

Under the old structure, the creative director made design decisions down to individual features, and producers decided schedules. Agile roles require a sharper split. The creative director owns the game's vision, its pillars and the bar for fun, and reviews every feature at sprint reviews against that bar. Product owners, one for each pair of feature teams, drawn from senior designers, own the backlog: which items come first, what is good enough for this sprint and which trade-offs to make within the vision. When a product owner and the creative director disagree, the creative director decides whether a feature meets the vision; the product owner decides how to get there and in what order.

A vision that decides everything leaves the team nothing to own; a backlog without a vision builds features nobody wanted.

New Roles for Old Leaders

Discipline leads no longer assign daily tasks. They become coaches and standard-setters: the lead animator, for example, sets animation quality standards, runs a weekly guild meeting for animators across teams, reviews work and develops people's skills. Producers become scrum masters or program-level coordinators, removing obstacles and running cross-team planning. A review of servant leadership research (van Dierendonck, 2011) identified six recurring features, among them developing people, modesty, genuineness and stewardship, and stressed that a servant leader still points the way. That balance fits the leads' new role: serving teams while protecting the standards that make the game look and feel consistent.

How Teams Coordinate

Twelve teams building one game must stay coordinated. Every two weeks, all teams plan on the same day, and a one-hour cross-team session follows in which product owners and team representatives identify dependencies, such as a combat team needing a new animation system from the platform team. A shared board shows these dependencies with dates. Discipline guilds, one for each craft, meet weekly to share techniques and keep standards consistent across teams. A playable build of the whole game is assembled every night, so integration problems appear within a day rather than at a milestone.

Moving People Into Teams

Assigning 140 people to teams was itself a change project. The studio asked each person for three preferences, balanced skills across teams and kept pairs who worked well together where possible. Leads explained the reasons for each assignment in person. Two senior artists who preferred to stay in a pure art group were placed on the content production team, which works closest to the old structure. People can request a move after six months, which reassures those uncertain about their first placement.

Psychological Safety

The last project's late redesigns were partly a story of silence: several designers doubted the combat system months before it was rebuilt but did not say so to the creative director. Sprint reviews only help if people speak honestly about what is not working. The creative director will open each review by naming one thing in the build that is not yet fun, modeling candor, and retrospectives will be held without leads present once a month so that team members can raise concerns freely.

The Limits of Autonomy

Teams decide how to build features and in what order within their backlog, but not everything is theirs to decide. Engine architecture belongs to the platform team, art direction to the art director, the game's pillars to the creative director and release dates to the studio leadership with the publisher. Parker et al. (2015) studied self-organized teams and agile leadership in a service organization and found productivity gains when leaders shifted from control to support, provided boundaries were clear. Writing these boundaries down prevents both overreach and the opposite problem, teams waiting for permission they already have.

What this part is doingListing what teams do not decide makes their autonomy credible.
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What Managers Stop Doing

The shift is clearest in what leaders stop doing. Discipline leads stop writing daily task lists and stop approving every asset before it enters a build. Producers stop maintaining a master spreadsheet of tasks for 140 people. The creative director stops attending every team's planning meeting. Each of these was a habit that once felt like control and now slows teams down; naming them helps leaders notice when they slip back.

Team Health Measures

Five measures will show whether the design works: a quarterly team health survey on clarity of mission, psychological safety and workload; the share of sprint goals met; overtime hours per person; voluntary turnover by team; and the number of decisions escalated to the creative director per month, which should fall as product owners gain confidence.

Conclusion

Bluebonnet Forge's new structure replaces discipline silos with twelve stable, cross-functional feature teams and two supporting teams. It separates the creative director's vision from product owners' backlog decisions, turns discipline leads into coaches and producers into scrum masters, builds psychological safety into reviews and retrospectives and defines clear limits to team autonomy. Measures of team health will show whether people are working in the sustainable, candid way the new title needs.

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References

Lee, G., & Xia, W. (2010). Toward agile: An integrated analysis of quantitative and qualitative field data on software development agility. MIS Quarterly, 34(1), 87-114. https://doi.org/10.2307/20721416

Parker, D. W., Holesgrove, M., & Pathak, R. (2015). Improving productivity with self-organised teams and agile leadership. International Journal of Productivity and Performance Management, 64(1), 112-128. https://doi.org/10.1108/IJPPM-10-2013-0178

van Dierendonck, D. (2011). Servant leadership: A review and synthesis. Journal of Management, 37(4), 1228-1261. https://doi.org/10.1177/0149206310380462

What the PM 591 Week 2 instructions ask

In Week 2 of PM 591, graduate students examine how agile teams should be built and who leads them, and how. Prompts may ask about cross-functional and self-organizing teams, team size and stability, roles such as product owner and scrum master, the shift from command-and-control to servant or adaptive leadership, autonomy and alignment, psychological safety and how managers' roles change. Some versions ask for a team design for an organization. Stay with your Week 1 organization or the case you are given, describe concrete team structures and leadership behaviors and cite journal studies of agile teams and leadership in APA.

How this PM 591 Week 2 example is built

This sample redesigns how 140 people will work on the studio's new game. It starts from principles: teams of seven to nine, stable for at least a year, cross-functional and organized around player-facing outcomes rather than disciplines. Twelve feature teams are formed around areas such as combat, exploration, progression and companions, plus platform and tools teams. The paper resolves a conflict the old structure hid: the creative director owns the vision and the fun bar, while product owners on each team own backlog order and trade-offs. Discipline leads become coaches and standard-setters instead of task assigners. Sections on psychological safety, the limits of autonomy and five team health measures complete the design.

PM 591 Week 2 grading rubric: where the points go

High-scoring papers design teams and leadership for a specific organization, not in the abstract. Graders look for clear team principles, a structure that fits the work, roles defined by what each person decides and a convincing account of how leadership behavior changes, supported by research. Credit goes to addressing tensions that agile structures create, such as between creative vision and team autonomy, or between discipline leads and product owners, and to measures of team health. Engaging critically with the evidence on self-managing teams adds depth. Clear organization and correct APA references finish the paper, with credit for naming what leaders will stop doing.

PM 591 Week 2 help: mistakes to avoid

Team design papers often describe Scrum roles without saying who in the organization fills them or what they stop doing. Map existing jobs to new roles and explain what changes. Another common gap is treating self-organization as the absence of leadership; it requires clear boundaries and support. Explain who sets direction and who decides how. Students also ignore conflict between roles, such as a product owner and a senior expert who disagree. Name the decision rights. Some papers forget discipline expertise, which still needs a home when people sit on cross-functional teams. Finally, include ways to see whether teams are healthy. When two of your roles seem to decide the same thing, write one sentence for each that begins 'This person decides'; a tutor can review those sentences with you.

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PM 591 Week 2 questions, answered

What does PM 591 Week 2 usually cover?

The week focuses on how agile teams are structured and led: cross-functional and self-organizing teams, team size and stability, product owner and scrum master roles, servant leadership, autonomy and alignment and psychological safety.

Where can I find a free PM 591 Week 2 sample paper?

The Week 2 paper above designs agile teams and leadership roles for a game studio's new title, and it can be read in full for free.

What is servant leadership in agile teams?

A leadership approach focused on supporting the team, removing obstacles and developing people rather than directing tasks, while still setting direction and standards.

What is the difference between a product owner and a project manager?

A product owner decides what the team builds and in what order to maximize value. A project manager traditionally plans and controls the work; in agile teams much of that control moves to the team.

How large should an agile team be?

Many frameworks recommend small teams, often around ten or fewer, so communication stays direct and every member can contribute to planning and review.

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