Software for video game producers: align, arbitrate, hit the ship date

As a producer, you hold the course: align the team, arbitrate features and bugs, keep ship date in sight. Orchesia gives you backward planning, priorities, and workload per sprint — without chasing information.

Orchesia mind map: a video game production broken down into tasks and subtasks.

Three situations every producer knows

The team moves forward, but not in the same direction

Everyone knows what they're doing, no one has the big picture. Efforts scatter and priorities contradict each other from role to role.

Scope grows, no one decides

Features pile up along the way. Without clear arbitration, ship date approaches and the game is never "done."

Overload discovered too late

Workload is never compared to real capacity. Delays only show when crunch is the only answer left.

Your role, tooled up

What Orchesia changes for a producer

A team aligned on the same course

Backward planning from ship date becomes the shared reference. Everyone sees phases, milestones, and what must be ready — without a meeting to rediscover it.

Scope you truly arbitrate

Prioritize features and bugs with a Must / Should / Could / Won't Kanban. You decide what goes in the build and what drops — explicitly, not by default.

Workload under control, sprint by sprint

Visualize workload per cycle against team capacity. You spot overheated sprints before they are paid for in crunch.

Visual tracking: Kanban and charts

Manage features and bugs on Kanban boards per phase (Must, Should, Could, Won't) and build the charts you need. Each phase's status is readable at a glance — for you and the team.

Your daily life as a producer, from scoping to tracking

Three stages to stay on course.

Set backward planning from the date

Place your phases (prototype, vertical slice, production, alpha, beta) working back from ship or demo date. The whole team shares the same course.

Arbitrate features and bugs by priority

In each phase, create items (features, bugs, tasks) and decide with MoSCoW Kanban. Your arbitration becomes visible to the whole team.

Manage workload and multiple projects

With cycles (your sprints), allocate people and hours, track workload against team capacity, and build the charts you need to follow progress.

The content of a cycle, bounded by real capacity

The backlog feeds cycles whose gauge shows what the team can absorb. What overflows appears at assignment, not at the sprint review.

Dependencies between art, code and design made visible

An asset the gameplay is waiting on, a feature waiting on a tool: these chains block production while they stay implicit. The dependency network exposes them before the cycle starts.

Publisher milestones committed, variance real

The schedule signed off at the start of production serves as the reference. At each milestone the variance is dated and tied to a specific task — enough to arbitrate scope rather than push the date.

Offres payantes · mode structuré

Large scope, date to calculate? Switch to structured mode.

When scope is broad and the date is calculated from content rather than imposed, Orchesia structures the project (WBS), models dependencies (PERT), calculates the critical path, and generates the schedule — with AI-accelerated formatting.

Avant

Without a shared course

The studio moves in scattered order.

  • Team pulling in different directions
  • Scope never decided, features piling up
  • Contradictory priorities between features and bugs
  • Workload never compared to capacity
  • End-of-production crunch as the only way out
Apres

With Orchesia

The studio moves behind the same course.

  • Shared backward planning from ship date
  • Scope explicitly arbitrated (Must, Should, Could, Won't)
  • Clear priorities between features and bugs
  • Workload anticipated sprint by sprint
  • Ship date met by arbitrating scope, not sacrificing the team

Scoping is the first step skipped

  • 48%

    of organisations do not produce scoping documents, or not consistently

    Wellingtone, State of Project Management 2021
  • 52%

    do not consistently build a project schedule

    Wellingtone, State of Project Management 2021
  • 42%

    do not consistently apply a defined methodology

    Wellingtone, State of Project Management 2021

Run your production for free

30-day free trial · No commitment · No credit card

At the end of the trial, continue free on a simplified project, or choose a paid plan for multiple projects and structured mode.

Free
€0

After trial · 1 project · no time limit

  • Backward planning for 1 game
  • Phases, milestones, items (features & bugs)
  • MoSCoW Kanban per phase
Try free
Paid plans
From€15/month

For multi-project producers and large scopes

  • Multiple projects
  • Structured mode (WBS, PERT, Gantt)
  • AI credits
  • Multi-seat collaboration
View pricing

Frequently asked questions

No. You can run backward planning for one game for free (a simplified project), without a credit card. Advanced features (multiple projects, structured mode, AI) are on paid plans.

Yes. A cycle is a work period (your sprint) on which you plan workload, distribute items, and track progress.

No. Orchesia is for scoping, planning, and arbitrating: backward planning, phases, milestones, feature and bug prioritization. It centralizes planning and priorities without replacing fine-grained ticket tracking or your engine.

Yes. On a paid plan, you coordinate multiple projects in the same workspace, track workload per sprint, and build your dashboards.

No. It's primarily the producer's and production team's tool; items can be shared without everyone needing to log in.

A few hours. The tool builds on familiar concepts: phases, milestones, sprints, feature and bug prioritization.

Your team needs a course. Give it to them.

Set backward planning, arbitrate scope, and hit ship date — free on one game. Upgrade to paid plans for multiple projects and structured mode.

30-day free trial • No commitment • No credit card

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