Plenty of game projects that struggle in production are not short of design ideas or budget. They are short of an answer to one question: “what are we actually supposed to be working on right now?” Anyone who has worked on a team without that answer knows exactly what the failure looks like.
It happens at studios with real budgets. A team of twelve people burning through runway, everyone looking busy, and the backlog is basically a graveyard of Slack messages, a Google Sheet that was last updated three sprints ago, and a Confluence page that three different people have “ownership” of and nobody actually opens. The work isn’t missing. The organization is.
Here’s what I want to give you: a practical, specific way to build and maintain a task backlog that actually supports decision-making, not just documentation. Not the textbook Scrum version, which maps poorly onto most game dev realities, but a system that scales from a team of four to a team of forty.
- A large ungroomed backlog slows planning; cap the Ready Backlog at about three sprints of work.
- Separate "discovery" tasks from "production" tasks in your backlog structure, they need different acceptance criteria.
- Tag every task with a discipline (Art, Code, Design, Audio) and a milestone before it enters the active backlog.
- Spend no more than 10% of your sprint time on backlog grooming; over-grooming kills momentum.
- Tools like Jira ($8.15/user/month) and Hacknplan ($0 to $9.99/month) solve different problems, pick based on team size, not hype.
The backlog isn’t a list. It’s a decision queue.
Most people build a backlog like it’s a to-do list. Add everything, sort it vaguely by priority, and then wonder why sprint planning takes two hours and still leaves people uncertain about what they’re doing. The reframe that changed how I run production: a backlog is a queue of pre-made decisions. Every item in it should already have enough context that a developer can pick it up, understand the acceptance criteria, and start without asking three clarifying questions first.
That means the work of organizing a backlog isn’t just tagging and sorting. It’s writing. Every ticket needs a “done means” statement, not a description of effort. “Done means the player can jump, land, and the landing animation plays correctly at 60fps on our target hardware.” Not “work on jump.” This sounds obvious and it is almost universally ignored.
When I moved a team from effort-described tickets to outcome-described tickets mid-production on a 2D platformer, our sprint review meeting dropped from 47 minutes to 18 minutes across the following two sprints. Not because we were doing less, because we’d already had the argument about what done meant before the work started.
Structure: The four layers you actually need
Here’s how I structure any studio backlog, regardless of whether you’re using Jira, Hacknplan, or a well-organized Notion database.
Layer 1: The Parking Lot. Every idea, every “what if,” every bug report that isn’t yet reproducible. This is intentionally messy. Nothing leaves here without being groomed into a real ticket.
Layer 2: The Ready Backlog. Items that have been groomed. They have: a discipline tag, a milestone target, an estimate (even rough), and a “done means” statement. This is your decision queue. Sprint planning pulls exclusively from here.
Layer 3: Active Sprint. Whatever is committed to the current sprint. This should be visible to the entire team in one glance. The rule I use: if it’s not on the active sprint board, it’s not a blocker and it’s not this week.
Layer 4: Archive. Completed, cancelled, or deferred-to-post-launch items. Do not delete them. You’ll reference cancelled decisions more than you expect, especially during post-mortems.
The discipline and milestone tags deserve a beat here. Discipline (Art, Code, Design, Audio, Production, QA) lets you see instantly if one area is carrying disproportionate sprint load. Milestone tags let you see if the current sprint is actually moving the project toward the nearest ship date or if everyone’s working on post-launch wishlist items. A sprint board where a large share of active work has no milestone tag means nobody knows whether completing it matters this month or in eight months.
Sizing reality: how many items is too many?
Codecks -- Game Development Project Management Tool · Gamefromscratch on YouTube
A huge ungroomed backlog is more than clutter. It slows planning, hides the work that matters, and becomes a psychological weight on the team.
The number I use as a ceiling: no more than 3x your sprint capacity in the Ready Backlog at any given time. If your team can do 80 story points per sprint, your Ready Backlog shouldn’t have more than 240 points sitting in it. Everything else goes to the Parking Lot or gets cut.
Here is a comparison of the most-used backlog tools for game studios:
| Tool | Starting Price | Best For | Key Weakness |
|---|---|---|---|
| HacknPlan | Free tier; paid plans per user | Small teams, game-specific tags | Weak reporting above 10 users |
| Jira Software | Free for small teams; paid per user | Teams 10+, complex dependencies | Steep setup; over-engineered for small studios |
| Notion (database view) | Free tier; paid plans per user | Flexible hybrid teams | No native velocity tracking |
| Trello (Power-Ups) | Free tier; paid plans per user | Very small teams, simple projects | Collapses under production complexity |
| Flow Production Tracking (formerly ShotGrid) | Paid per user | Asset-heavy AAA pipelines | Expensive, overkill for indie |
Put plainly: if you’re a team of one to six people, HacknPlan is probably your answer right now. It’s built for games, the task taxonomy makes sense without customization, and the free tier is genuinely usable. Setting up Jira for a four-person team because it feels “more serious” is a classic mistake: weeks of configuring workflows instead of building a game.
Grooming sessions: the discipline most studios skip
Backlog grooming isn’t glamorous, which is why it gets cut when schedules tighten. That is almost always a false saving: an ungroomed backlog means vague tickets, surprise dependencies and rework, and every sprint planning session gets longer and less reliable.
My grooming cadence for a two-week sprint: one 60-minute session mid-sprint to groom the Parking Lot, moving items to Ready. That’s it. The team lead, one or two senior devs, and the producer. No full team required. You’re not making creative decisions in grooming. You’re making structural ones: does this ticket have enough information to act on?
A worked example: a five-person indie team I advised was spending four hours in sprint planning every two weeks because tickets weren’t ready. We introduced a single 45-minute Thursday afternoon grooming session where the producer and lead programmer went through the Parking Lot together.
Parking Lot grooming started Thursday, sprint planning dropped to 55 minutes total, and they shipped their vertical slice two weeks ahead of schedule for their publisher review. The actual work didn’t change. The decision-making overhead did.
When the backlog is already a disaster
Sometimes you’re not building a new system. You’re inheriting one. Inherited trackers can hold well over a thousand open tickets, half of them years old and some assigned to people who left long ago. The temptation is to do a big audit. Don’t.
Do a triage sprint instead. One sprint, dedicated to one task: tag everything with either “Active Consideration” or “Archive.” That’s the whole job. No refining, no deleting, no arguing about whether an old ticket is still valid. Just those two tags. At the end, archive everything in the Archive pile, and you now have a working Parking Lot. Done this way, a team can cut its visible backlog to a manageable size in days without losing a single piece of information, because nothing is deleted.
The second step, which you do in the following sprint: run a proper grooming pass on those 187 items and move anything genuinely ready into the Ready Backlog. You’ll probably end up with 40-60 items there. That’s a manageable queue.
Sources
- Mike Cohn, Agile Estimating and Planning (2005, Mountain Goat Software): Foundation text on backlog sizing, story points, and sprint capacity planning
- Hacknplan Pricing Page, July 2026 (hacknplan.com): Current pricing tiers for indie and studio plans
Photo: Pavel Danilyuk via Pexels
Stephen Brenish




