This is the fourth part in a series on applying devops principles and practices to game development. The first post in the series is here, and the entire series can be found under the devops in game dev tag.
In our post on retrospectives, we wrote about taking note of lessons learned (good and bad) after emergencies or breakpoints in your project—after you deliver a feature, or at the end of a sprint or some unit of time. But how do you know what a good breakpoint is? How do you actually incorporate what you've learned in a retrospective into your future work?
Through effective project planning.