You rolled out OKRs six months ago. Leadership was energized. Kickoff happened, everyone wrote their objectives, and on paper the key results looked solid. Now it’s end of quarter and half your teams are scrambling to update numbers they haven’t touched since week two. Nobody can explain how “increase player retention by 15%” connects to the artist who spent eight weeks building environment assets. Sound familiar? You’re not alone. The problem probably isn’t your people.
Why OKRs Feel Broken in Game Studios (But Aren’t Always)
OKRs were built for companies where output is consistent and measurable quarter after quarter. Google ships software updates continuously. You’re shipping a game once, or running a live service that moves through radically different phases: pre-production, vertical slice, alpha, beta, launch, post-launch. Those phases don’t behave the same way. Treating them like they do is where most studios go wrong.
The framework itself isn’t broken. The mismatch between the framework’s assumptions and how game development actually works is. In pre-production you’re exploring. In production you’re executing. In crunch you’re surviving. Apply the same OKR structure across all three and you get noise instead of clarity.
I’ve seen studios with genuinely great OKRs and studios where the whole process was theater. The difference almost always comes down to one thing: whether the OKRs were written to drive decisions or written to satisfy a process.
Where OKRs Actually Work in Game Studios
OKRs work well at studio leadership level when they’re tied to strategic outcomes. Market positioning. Platform partnerships. Team health metrics. Revenue targets for live games. They work for business development, publishing, and marketing teams because that work is continuous and output is actually trackable.
They work in live service games too. If your game is live and you’re running seasonal content drops, OKRs map directly onto engagement metrics, conversion rates, day-30 retention, feature adoption. The feedback loop is short enough that the numbers mean something by quarter’s end.
I’ve also seen them work for specific functional teams with clear deliverables: QA tracking defect escape rate, platform integration tracking certification pass rates, data teams tracking pipeline reliability. These are places where the work is repeatable, metrics are real, and the quarterly cadence actually makes sense.
Where OKRs Fail Game Dev Teams
They fail most clearly at the individual contributor level in creative disciplines. Animators. Level designers. Narrative writers. These roles produce work that gets evaluated at the project level over months, not at the team level over 90 days. Forcing a level designer to write a key result around “complete 8 levels by end of Q2” just turns OKRs into a task list with extra steps.
They fail when studios use OKRs as a performance review tool. OKRs are supposed to be aspirational. Original Google guidance said hitting 70% of your key results is a success because you stretched. The moment a manager ties OKR completion to performance ratings, people stop writing ambitious OKRs and start writing safe ones. The framework’s entire value collapses.
Finally, they fail when written in isolation. If your art director’s OKRs have no visibility into the production team’s OKRs, you’ll get conflict instead of alignment.
A Practical Setup: OKRs by Studio Layer
| Layer | Cadence | Example Objective | Example Key Result |
|---|---|---|---|
| Studio Leadership | Annual + Quarterly | Build a sustainable live service business | Reach 500k MAU by Q4 |
| Department Heads | Quarterly | Ship a polished vertical slice | Zero P0 bugs at internal milestone review |
| Live Service Teams | Quarterly | Improve early retention | Increase Day-7 retention from 22% to 30% |
| Project Teams (pre-production) | Milestone-based | Validate core gameplay loop | Player test sessions score 7+ on fun rating |
| Individual Contributors | Skip formal OKRs | Use sprint goals and milestone targets instead | N/A |
Here’s what a layered OKR approach looks like when it’s working:
| Layer | Cadence | Example Objective | Example Key Result |
|---|---|---|---|
| Studio Leadership | Annual + Quarterly | Build a sustainable live service business | Reach 500k MAU by Q4 |
| Department Heads | Quarterly | Ship a polished vertical slice | Zero P0 bugs at internal milestone review |
| Live Service Teams | Quarterly | Improve early retention | Increase Day-7 retention from 22% to 30% |
| Project Teams (pre-production) | Milestone-based | Validate core gameplay loop | Player test sessions score 7+ on fun rating |
| Individual Contributors | Skip formal OKRs | Use sprint goals and milestone targets instead | N/A |
That last row matters. Individual contributors in game dev are usually better served by clear milestone ownership and sprint goals than by personal OKRs. Don’t force the framework where it doesn’t fit.
Tools That Help OKRs Actually Land
Sources
- teams tracking pipeline reliability
If you’re running OKRs seriously, get them out of spreadsheets. Lattice, Notion (with a proper OKR template), or Ally.io (now part of Microsoft Viva) let you create visible, linked OKRs across the organization. For smaller studios, a well-structured Notion workspace or ClickUp goal-tracking feature is usually enough.
For learning the framework, “Measure What Matters” by John Doerr is the source text, but read it critically with game dev in mind. “Radical Focus” by Christina Wodtke is shorter and more practical. For broader production context, “The Game Production Handbook” by Heather Maxwell Chandler gives you the game-specific grounding that business OKR resources skip entirely.
For project management, Jira and Hansoft are still the industry standards for large teams. Shortcut and Linear work well for smaller or more agile studios and integrate cleanly with OKR tools.
The studios getting real value from OKRs treat them as a conversation tool, not a compliance checkbox. They use OKRs to answer “are we all trying to do the same thing this quarter?” not “can I prove my team was busy?” That shift in intent changes how the framework lands. Start there.
Jordan Lee





