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Game Dev PM 2026 | Art + Code + Design in One Place

Art in Trello. Code in Jira. Nobody knows what's in the build. GitScrum: all disciplines unified, Git LFS assets, build visibility. $8.90/user. Free trial.

Game Dev PM 2026 | Art + Code + Design in One Place

Game Development Is Different Game teams include: ├─ Programmers (C++, Unity/C, Unreal) ├─ Artists (2D, 3D, VFX, UI) ├─ Designers (level, systems, narrative) ├─ Audio (music, SFX, voice) ├─ QA (platform-specific testing) ├─ Producers (milestone tracking) All touching the same build.

All on different schedules. All using different workflows.

Why Traditional PM Fails Jira for code: ├─ Designed for software teams ├─ Artists hate it ├─ Asset tracking is afterthought ├─ Build visibility? Good luck.

Trello for art: ├─ Visual, artists like it ├─ No Git integration ├─ No build tracking ├─ Scales terribly Shotgun/Ftrack for assets: ├─ Great for assets ├─ Terrible for code tasks ├─ Expensive ├─ Another tool to maintain Result: Tool sprawl. Nobody knows what's actually in the build.

GitScrum for Game Dev One place for everything: ├─ Code tasks linked to commits ├─ Art tasks with attachments ├─ Design docs in wiki ├─ Milestone tracking per build ├─ Cross-discipline visibility How it works: ├─ Create task: 'Character animation: Warrior idle' ├─ Artist works on it ├─ Links to Git commit (yes, art should be in Git) ├─ Task shows in build milestone ├─ Everyone sees status Build-Centric Tracking Game dev reality: ├─ Alpha build deadline ├─ Beta build deadline ├─ Gold master deadline ├─ Patch releases post-launch Tracking needs: ├─ What features are in Alpha? ├─ What's blocked for Beta?

├─ What's P0 for Gold? ├─ What can slip to Day 1 patch?

GitScrum approach: ├─ Sprint = Build milestone ├─ Backlog = Upcoming features ├─ In Progress = Current work ├─ Done = In this build ├─ Git tag = Build identifier See exactly what's in each build. Cross-Discipline Workflow Game feature lifecycle: ├─ Design creates concept ├─ Art creates assets ├─ Code implements mechanics ├─ Audio adds sound ├─ QA tests integration ├─ All must complete for 'Done' GitScrum tracking: ├─ One card per feature ├─ Subtasks per discipline ├─ Dependencies visible ├─ Blockers surface automatically ├─ Feature complete = all subtasks done No more 'I thought art was done?' Art Pipeline Integration Modern game art workflow: ├─ Art in Git (Git LFS) ├─ Asset versioning via commits ├─ Art reviews via PRs ├─ Build includes latest art GitScrum syncs with: ├─ GitHub LFS repos ├─ GitLab LFS repos ├─ Bitbucket LFS repos Art commits show on tasks.

Art progress = Git progress. Milestone Planning Typical game milestones: ├─ Vertical Slice (3 months) ├─ Alpha (6 months) ├─ Beta (9 months) ├─ Gold (12 months) ├─ Day 1 Patch Planning approach: ├─ Each milestone = Sprint ├─ Features assigned to milestones ├─ Scope visible at glance ├─ Velocity shows if on track ├─ Crunch prediction early See problems 2 months out, not 2 weeks before milestone.

QA Integration Game QA needs: ├─ Bug reports linked to builds ├─ Platform-specific tracking (PC/PS5/Xbox/Switch) ├─ Regression tracking ├─ Cert requirements checklist ├─ TCR/TRC compliance GitScrum approach: ├─ Bugs = Tasks with Bug type ├─ Labels for platform ├─ Linked to specific commits ├─ Cert checklist in wiki ├─ Regression = reopened tasks Build breaks? See exactly what changed.

Indie vs AAA Indie (2-5 devs): ├─ 2-3 devs = Free forever ├─ 5 devs = $26.70/month ├─ All features included ├─ No per-seat licensing drama ├─ Git-native from day one AAA-ish (20-50 devs): ├─ 20 devs = $160.20/month ├─ 50 devs = $427.20/month ├─ Same features as indie ├─ Multi-team support ├─ Cross-discipline visibility Scale from prototype to release. Compared to Game-Specific Tools Shotgun (now Flow): ├─ $50+/user for full features ├─ Asset-centric (not code-friendly) ├─ Overkill for most teams ├─ Enterprise complexity HanSoft: ├─ $30+/user ├─ Game-focused ├─ Dated interface ├─ Limited Git integration GitScrum: ├─ $8.90/user (2 free) ├─ Git-native (code + art) ├─ Modern interface ├─ Works for all disciplines Don't pay game tool premium for basic project tracking.

Multi-Platform Tracking Shipping on: ├─ PC (Steam, Epic, GOG) ├─ PlayStation ├─ Xbox ├─ Nintendo Switch ├─ Mobile (iOS/Android) Tracking needs: ├─ Platform-specific bugs ├─ Cert status per platform ├─ SKU differences ├─ Release timing per store GitScrum approach: ├─ Labels for platforms ├─ Filter views per platform ├─ Cert milestones per platform ├─ Release checklist in wiki See all platforms. Focus on one.

Creative vs Technical Work Game dev balance: ├─ Technical tasks (code, optimization) ├─ Creative tasks (art, design) ├─ Both equal priority ├─ Both in same build GitScrum doesn't care: ├─ Task is task ├─ Attachments for visual work ├─ Git links for code work ├─ Same board, same visibility Artists and programmers in one workflow. Finally.

Pricing for Game Teams Solo dev: $0 (free) 2-person team: $0 (free) 5-person indie: $26.70/month 10-person studio: $71.20/month 25-person team: $204.70/month 50-person production: $427.20/month $8.90/user/month. 2 users free forever.

Same price whether shipping mobile or AAA. Real Game Dev Experience 'Tried everything.

Jira drove artists crazy. Trello had no build tracking.

Spreadsheets became unmaintainable. GitScrum just works because everything connects to Git.

Art goes in Git LFS, code goes in Git, and the board shows whats in the build. Simple.' - Technical Director, AA Studio Day-to-Day Workflow Morning standup (or async): ├─ Board shows current sprint/build ├─ Each person: What am I working on ├─ Blockers visible immediately ├─ Cross-discipline deps surface ├─ 10 minutes, back to work Weekly planning: ├─ Velocity check: on track?

├─ Scope adjustment if needed ├─ Next milestone visibility ├─ No 2-hour planning meetings Build day: ├─ Filter: Done for this milestone ├─ All tasks = in build ├─ Tag release in Git ├─ Tasks auto-track build Crunch Prevention Game dev crunch happens when: ├─ Scope invisible until late ├─ Dependencies unclear ├─ Blockers hidden ├─ Velocity unknown GitScrum prevention: ├─ See all scope upfront ├─ Dependencies visible ├─ Blockers surface early ├─ Velocity warns of trouble Know 2 months out, not 2 weeks. Cut scope early, not crunch late.

Start Free Today 1. Sign up (30 seconds) 2.

Connect game repo (Git + LFS) 3. Create milestone sprints 4.

Track all disciplines in one place Ship games, not process documents.

The GitScrum Advantage

One unified platform to eliminate context switching and recover productive hours.

01

problem.identify()

The Problem

Tool sprawl across disciplines - Art in Trello, code in Jira, design in Notion. Nobody has the complete picture.

No build-to-task visibility - What features are actually in this build? Requires manual investigation every time.

Artists hate code-centric tools - Jira was designed for software teams. Artists shouldn't need JIRA training.

Asset tracking separate from code - Art assets tracked in different system than code tasks. Integration gaps.

Milestone tracking disconnected - Producer uses spreadsheets, devs use Jira, artists use Trello. Three sources of truth.

Platform-specific chaos - Shipping PC + Console + Mobile with bugs tracked in different places.

02

solution.implement()

The Solution

One tool for all disciplines - Code, art, design, audio tasks in same place. Everyone sees the same picture.

Build-centric tracking - Sprints = builds. See exactly what features are in Alpha, Beta, Gold. Git tags link it all.

Visual-friendly for artists - Clean board interface anyone can use. Attachments for visual work. No JIRA complexity.

Git-native for code AND art - Git LFS repos sync same as code. Art commits show on tasks automatically.

Single source of truth - One board, one milestone view, one backlog. Producers and devs and artists aligned.

Platform labels and filters - Tag tasks by platform. Filter to see PS5 bugs only. Ship all platforms from one view.

03

How It Works

1

Connect Your Game Repo

Link GitHub/GitLab/Bitbucket repo including LFS. Code and art both tracked via Git.

2

Create Build Milestones

Sprints = builds. Alpha, Beta, Gold. Assign features to milestones. See scope at a glance.

3

Track Cross-Discipline Work

One card per feature with subtasks per discipline. Art, code, audio, QA all visible on same card.

4

Ship With Confidence

Build day: filter Done tasks. That's what's in the build. Tag in Git. Release notes auto-generated.

04

Why GitScrum

GitScrum addresses Game Development Project Management - Ship Games Not Process Documents through Kanban boards with WIP limits, sprint planning, and workflow visualization

Problem resolution based on Kanban Method (David Anderson) for flow optimization and Scrum Guide (Schwaber and Sutherland) for iterative improvement

Capabilities

  • Kanban boards with WIP limits to prevent overload
  • Sprint planning with burndown charts for predictable delivery
  • Workload views for capacity management
  • Wiki for process documentation
  • Discussions for async collaboration
  • Reports for bottleneck identification

Industry Practices

Kanban MethodScrum FrameworkFlow OptimizationContinuous Improvement

Frequently Asked Questions

Still have questions? Contact us at customer.service@gitscrum.com

Does GitScrum handle art assets as well as code?

GitScrum tracks tasks - both art and code. If your art is in Git (using Git LFS, which it should be for modern game dev), then art commits link to tasks just like code commits. You see what art went into which build automatically.

How does this compare to Shotgun/Ftrack?

Shotgun (now Flow) is powerful but expensive ($50+/user) and optimized for film/VFX asset pipelines. GitScrum is simpler - task tracking that connects to Git. If you need frame-by-frame review and complex asset versioning, you need Shotgun. If you need project tracking that works for all disciplines, GitScrum does that at $8.90/user.

What about console certification tracking?

Create a wiki page with TRC/TCR checklists. Create tasks for cert requirements. Label by platform. Track cert submission as milestone. It's not automated cert testing, but it's clear tracking of what's needed and what's done.

Does pricing change for larger teams?

No. 5 users = $26.70/month. 50 users = $427.20/month. Same math: $8.90/user/month minus 2 free users. No enterprise tier, no per-seat licensing drama typical of game tools.

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GitHubGitHub
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