Video game project management software: hit the date without crunch

Your ship date won't move; your scope will. Demo, launch or publisher milestone: the date is set. Orchesia helps studios plan backward from it and arbitrate features and bugs by priority.

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

Three situations that derail a game project before ship

Scope that never stops growing

Features get added as ideas come in, with no arbitration. The date approaches, the game is never "done", and scope has never been decided.

Realizing too late that you won't be ready

Milestones (vertical slice, alpha, beta) and priorities are not set upfront. As the demo or ship date approaches, too much is left to do.

Crunch as the only adjustment variable

Without backward planning or clear priorities, hitting the date means overtime. The team burns out and quality suffers.

What Orchesia gives you

Solutions built for the way your teams actually work

Phases, built backward from the ship date

Break development into phases: prototype, vertical slice, production, alpha, beta, ship. Working back from the date (launch, demo, publisher milestone), these phases form the backbone of the backward plan, shared across the whole team.

Items = your features and bugs

In each phase, create your items: features to develop, bugs to fix, assets to produce. Estimate the workload for each and distribute it across the team. Nothing gets lost in a forgotten to-do.

Workload distributed by sprint

Organize your items in cycles — your sprints — and visualize workload week by week. You spot overloaded sprints before they force crunch.

Visual tracking: Kanban and charts

Manage features and bugs on a Kanban board (Must, Should, Could, Won't) and track progress with customizable charts. Each phase's status is readable at a glance.

Organize your development backward, from the ship date

Three steps to build your backward plan, from scoping to tracking.

Set your phases through to ship

The date is known (launch, demo, publisher milestone): place your phases on the calendar (prototype, vertical slice, production, alpha, beta) working back from the date. This is the core of the visual backward plan, in a tool built for the project.

Create and prioritize features and bugs

In each phase, create your items (features, bugs, tasks) then prioritize them with a decision-support board (Must, Should, Could, Won't). The team knows what must absolutely be in the build and what can be cut.

Manage multiple games, by sprints

Once you're coordinating multiple projects in the same workspace, cycles (your sprints) let you plan cross-project work: assign people and their hours per week, move items by drag and drop, and see at a glance whether workload holds against team capacity. Build as many custom charts as you need to track velocity and progress.

What fits in the next production cycle

The multi-project backlog feeds cycles whose gauge shows available capacity. A feature that does not fit shows up when you assign it, not at the sprint review.

Art, code and design: who is taken, and until when

Cross-discipline dependencies are the first cause of blockage in production. The workload view shows people committed to other tracks, absences included, before the asset is due.

Publisher milestones frozen, variance measured

Alpha, beta, gold: record the schedule as committed to the publisher or funder. At each checkpoint, the variance is dated and attributable to a specific task.

Avant

Without backward planning or priorities

Development moves forward without a clear course.

  • Scope creeping, features added without arbitration
  • Milestones (vertical slice, alpha, beta) never set
  • Unclear priorities between features and bugs
  • Workload never compared to team capacity
  • End-of-production crunch as the only way out
Apres

With Orchesia

Development advances backward from the date.

  • Date (ship, demo, milestone) set as the anchor
  • Phases and milestones visible working back from ship
  • Features and bugs prioritized (Must, Should, Could, Won't)
  • Workload anticipated sprint by sprint
  • Ship date met by arbitrating scope, not sacrificing the team

Budgets slip as often as schedules

And for the same reason: what was estimated before kickoff, not what was tracked after.

  • 43%

    of projects finish with a variance against the original budget

    PMI, Pulse of the Profession 2018, 4,455 practitioners
  • 28%

    of failed projects cite inadequate cost estimation

    PMI, Pulse of the Profession 2018
  • 67% vs 46%

    mature organisations meet the original budget, against immature ones

    PMI, Pulse of the Profession 2020

Run your game 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 studios and large scopes

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

Frequently asked questions

No. You can build 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 and planning production: backward planning, phases, milestones, feature and bug prioritization. It centralizes planning and priorities without replacing fine-grained ticket tracking or your engine.

Yes: start from the ship date (or demo date) and organize backward into phases and milestones. Learn more about backward planning.

Yes. Simplified mode (backward planning) covers the majority of projects with a fixed date; structured mode serves large scopes where the date is calculated from content.

A few hours. The tool is built on concepts familiar to studios: phases, milestones, sprints, feature and bug prioritization.

Your date is set. Your scope can be too.

Set phases, milestones, and priorities for one game, for free. Upgrade to paid plans for multiple projects and structured mode.

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

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