

Game development production is uniquely complex. You're balancing design iteration with milestone schedules, coordinating art assets with engineering implementation, tracking deliverables across disciplines, and somehow keeping the creative vision intact. Business software tools don't understand game dev's blend of creative and technical workflows. You need production pipeline management built for how games are actually made.
t0ggles gives game dev teams the milestone tracking and production management they need: manage all disciplines on a single board, integrate with GitHub for engineering progress, visualize cross-discipline dependencies in Gantt view, and hit every milestone deadline - all for $5/user/month with every feature included.
Game development creates unique project management challenges:
Multiple disciplines work in parallel. Design, art, engineering, audio, QA - each discipline has its own workflow, timeline, and dependencies. A feature isn't done until all disciplines deliver their pieces. Separate tools for each department hide the true state of the game.
Milestone pressure is constant. Publisher demos, funding gates, conference builds, launch dates - game development runs on milestones. Missing them has serious consequences. You need visibility into milestone progress across all disciplines, not just the one you manage.
Scope management is a survival skill. Every game has more ideas than time. Scope creep is constant, and "just one more feature" kills projects. You need clear documentation of what's in scope, what changed, and who approved it.
Asset pipelines are complex. Art assets flow from concept to modeling to texturing to rigging to implementation. Audio goes from design to recording to mixing to integration. These pipelines have dependencies that engineering tools don't track.
The signature t0ggles feature for game dev is multi-project boards. Instead of separate boards for each department, you see everything on a single board with color-coded projects.
Your Engineering project sits next to Art, Design, Audio, and QA - all visible in one Kanban view. You see what's in progress across the entire team. When a feature requires work from multiple disciplines, you see all the pieces together.
Need to focus on art pipeline? One click on Focus Mode filters to that project alone. Art leads run their standups in focus view. Then zoom back out for cross-discipline coordination.
This eliminates the siloed visibility that causes game projects to miss milestones. Producers see everything. Disciplines stay coordinated. Nothing falls through the cracks.
Engineering work happens in GitHub. Commits, PRs, bug fixes - that's where actual progress shows. t0ggles' GitHub integration connects your project management to your codebase.
Link tasks to GitHub repositories. See commit history and PR status on task cards. When a PR merges, the task updates. Create tasks from GitHub issues for bug tracking.
No more asking engineers "what's the status?" The status is right there, pulled from actual code activity.
Game features require sequential work across disciplines. Design document before art concepting. Art assets before engineering implementation. Implementation before QA testing. Character rigging before animation integration.
Task dependencies in t0ggles define these relationships explicitly. Mark tasks as predecessors or successors, add lag days for review cycles, and visualize the critical path in Gantt view.
When art delivery slips, you see exactly how it impacts engineering and the milestone. When design requests a change, the dependency chain shows what needs to move.
Game development is milestone-driven. Gantt view shows your project timeline with all dependencies, making milestone planning visual and concrete.
See your vertical slice, alpha, beta, and gold master milestones laid out with all the work that must complete for each. Color-coded by discipline, you instantly see where each department's work falls.
Critical path highlighting shows what's actually blocking the milestone. When scope changes are proposed, you see how they impact the timeline before committing.
Game development tracks specific information: platform targets, feature areas, milestone assignment, discipline ownership, priority tiers. t0ggles' custom properties let you define what you need.
Create a "Milestone" dropdown, a "Platform" multi-select for PC/Console/Mobile, a "Feature Area" tag system, an "Estimated Hours" number field. Filter and sort by your properties. Generate reports on milestone progress by discipline.
Your tracking system matches how your team actually works, not how a generic tool assumes you work.
Game features involve dozens of tasks across disciplines. Rather than cluttering the board with individual items, subtasks let you organize work hierarchically.
A "Combat System" feature task contains subtasks: design doc, enemy AI prototype, animation set, VFX, audio design, engineering implementation, QA test cases. Each discipline's work is tracked within the feature. The parent task shows overall completion.
This keeps your board focused on features while maintaining the detail each discipline needs.
Game development generates extensive documentation: game design documents, technical specs, art style guides, audio direction. The notes feature gives you a home for this content.
Create notes for each major system: combat GDD, art bible, audio design doc, technical requirements. Organize in folders by discipline or feature area. Rich text editing handles images, tables, and formatting.
Link notes to tasks. The combat feature task links to the combat GDD. Engineers and artists reference the same document. Everyone works from one source of truth.
Game dev workflows have predictable patterns: when design is approved, notify art lead. When art assets are delivered, assign to engineering. When implementation is complete, create QA ticket.
Board automations handle these handoffs automatically. Set triggers based on status changes or custom property updates. Define actions: assign users, change status, create linked tasks, send notifications.
Your team focuses on making the game. t0ggles handles the workflow choreography.
Producers need visibility into milestone health. Board reports show task completion across disciplines, workload distribution, and velocity trends.
See how many tasks remain for alpha by discipline. Identify which team is behind. Track velocity to predict if the milestone is achievable. Export reports for stakeholder updates.
Data-driven milestone management replaces gut feelings and status meeting theater.
Create projects for each major discipline: Design, Art, Engineering, Audio, QA. Use custom properties to tag tasks by milestone: Pre-Production, Vertical Slice, Alpha, Beta, Gold.
Gantt view shows the timeline to each milestone with dependencies across disciplines. Kanban view shows current sprint work. Filter by milestone to see everything remaining for the next gate.
Dependencies enforce sequencing: design approval gates art production, art delivery gates engineering implementation. When one discipline slips, the impact is visible immediately.
For two-week sprints, create a filter preset that shows current sprint tasks across all disciplines. Each discipline manages their own project while sprints pull from all.
Daily standups use Kanban view filtered to "In Progress" - walk through what's active across the team in five minutes. WIP limits prevent overload: no one starts new work until current work ships.
Sprint retrospectives reference board reports showing what completed versus what was planned. Concrete data improves estimation over time.
Art production follows predictable stages: Concept, Modeling, Texturing, Rigging (for characters), Implementation, Review. Create status columns that match your pipeline.
Task templates define standard workflows for each asset type: character, environment, prop, UI element. Apply the template, assign the artist, track through pipeline stages.
Dependencies connect assets to the features that need them. When a character asset completes rigging, the animator can start. When animation completes, engineering can integrate.
QA finds issues throughout development. Create a QA project for bug tracking with custom properties: severity, reproduction steps, affected platform, milestone impact.
GitHub integration creates tasks from issues and syncs status. When engineers fix bugs in code, the task updates. QA verifies and closes the loop.
Automations route critical bugs immediately: anything marked "Critical" notifies leads and blocks the build. Regular bugs flow through normal triage.
| What Game Dev Teams Need | How t0ggles Delivers |
|---|---|
| Manage all disciplines in one view | Multi-project boards with color-coded departments |
| Connect engineering work to tasks | GitHub integration with commit and PR sync |
| Coordinate cross-discipline work | Task dependencies with predecessor/successor |
| Visualize milestone timeline | Gantt view with critical path highlighting |
| Track game-specific data | Custom properties for milestones, platforms |
| Break down complex features | Subtasks for multi-discipline work |
| Store design documentation | Notes with folders and rich text |
| Automate pipeline handoffs | Board automations on status changes |
Game dev teams have tried various tools. Here's how t0ggles compares:
vs Jira: Jira is powerful but heavyweight. Configuration takes weeks. The interface assumes business software, not games. Licensing costs add up for larger teams.
vs Asana: Asana works for project management but isn't built for game development workflows. No GitHub integration, limited cross-discipline coordination, and pricing adds up quickly.
vs Trello: Trello is simple but limited. No native dependencies, no Gantt view, no cross-board visibility. Game projects quickly outgrow it.
vs Notion: Notion is flexible but requires building everything. Database setup takes hours. No real Kanban with WIP limits. Better for docs than task management.
vs ClickUp: ClickUp has features but the interface complexity slows down teams. Game developers need fast, focused tools, not configuration marathons.
t0ggles gives game dev teams the multi-discipline visibility and milestone tracking they need without enterprise complexity or enterprise pricing.
No per-seat licensing that punishes growing teams. No feature tiers. No surprises.
$5 per user per month (billed annually) includes:
Small indie teams and growing studios get the same features. No tiers, no upsells.
14-day free trial - bring your team and test with real milestone work.
Your game dev team deserves tools built for how games are actually made - multiple disciplines, complex dependencies, milestone pressure. t0ggles gives you the cross-discipline visibility and production tracking to ship your game without drowning in process.
Start your free trial and see why game development teams choose t0ggles.
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