Capacity planning for game studios
Resource Planning Software for Game Studios
Tools, departments, and a single executive view of every project.
The capacity planning problem in game studios
Game studios staff projects across art, code, design, audio, QA, and production. Each discipline tracks its plan in its own way. Producers maintain Excel rosters. Leads use Google Sheets or Smartsheet. Some teams swear by MS Project. Some swear off it. The result: nobody at the studio-head level can answer "where are we over-allocated next quarter?" without an afternoon of spreadsheet wrangling.
Three pains show up at every studio over twenty heads:
- Cross-discipline visibility is buried in tools. A senior animator is double-booked on two projects, but the producers for each project are looking at different sheets. The conflict only surfaces when someone misses a milestone.
- Forecasting depends on hand assembly. Quarterly planning meetings produce slides built in the days before. By the time leadership reviews capacity, the plan has already drifted.
- Hiring decisions outpace hiring data. Studio leadership commits to a new project without a clean view of which trades are already over-committed and which are sitting on bench time.
How Kewbed addresses each
Cross-discipline visibility without forcing a tool change
Kewbed imports staffing data from the tools your producers already use. Art keeps its Smartsheet, production keeps Excel, and Kewbed surfaces the overlap. Studio heads see one matrix of who is on what, color-coded for under, full, and over-allocation. No new entry workflow for the people on the floor.
Forecasting that updates as plans change
The capacity view is live. When a producer updates their roster, the executive view reflects it on the next refresh. Quarterly planning becomes a working session against current data, not a slide deck assembled from stale exports.
Hiring decisions backed by demand-vs-availability
The Horizon view shows four metrics per trade: allocated, available, needed, gap. Tentative projects feed in alongside greenlit ones, so leadership sees the staffing implications of a new contract before signing it. The hiring plan stops being a guess.
Features that matter most for game studios
- Allocation — color-coded matrix of who works on what, when.
- Workforce — active headcount by trade, with start dates, end dates, and trends over time.
- Availability — find available FTE per resource per period. Bench time becomes visible.
- Horizon — executive view of allocated, available, needed, and gap per trade, including tentative projects not yet greenlit.
If you run a studio over twenty heads and your capacity planning lives in spreadsheets, book a demo. We will walk you through the imports, the executive view, and how it changes the conversation in your next quarterly planning meeting.
Last updated: 2026-05-11