A downloadable tool

Why Pixl Quest

Pixl Quest is project management built for the way game studios actually work: art and code moving through the samepipeline, toward the same milestones.

General tools like Jira were built for software tickets. They handle a bug or a user story well, but a game task is more thantext: it has reference images, a color palette, fi nal art that needs approval, and notes the next person will need. In ageneral tool, those pieces end up spread across attachments, chat threads, shared drives, and a separate wiki.

Pixl Quest keeps them together. Every quest carries its own visual references, palette, comments, tasks, assets, and codenotes. When a quest is fi nished, its approved art moves into the Vault and its knowledge moves into Scrolls, so the workyour team does once stays fi ndable for everyone after.

PROJECT MANAGEMENT FOR DESIGNERS AND DEVELOPERS

How Pixl Quest Works and How It Compares

Why game studios choose Pixl Quest over general ticketing tools like Jira.

October 2026

1. Create a quest

Design or development, linked to a milestone

2. Work in one place

References, palette, tasks, comments, assets, and code

3. Close the quest

Pixl Quest offers to hand off the finished work

Vault

Final art and assets, each with an approval status

Scrolls

Code snippets and links saved as studio knowledge

Triumphs

Milestone progress updates from the quests closed

The four workspaces

Everything in Pixl Quest lives in one of four connected workspaces, shared by your whole team.

Quests

Day-to-day tasks for art, design, and code

Projects with their own quest numbers (ART-001, GAME-014); Design, Development, and Basic quest types; status, priority, assignees, due dates, and milestone on every quest; My, Unassigned, and filtered views

Scrolls

Your studio's knowledge base

Folders, scroll templates (design review, developer runbook, asset spec), draft and published states, formatted text with copyable code blocks, and links to the quests each scroll belongs to

Vault

Finished, approved assets

One container per finished quest, with a feature image, fi les grouped by type, an approval status on every asset, folders and tags, search, and ZIP export

Triumphs

Milestones and project health

Target dates, status, every linked quest, a live percentage of quests closed, and coverage across projects

What a quest can hold

Each quest opens into a dashboard. Design quests and development quests show the tools that kind of work needs

On Studio and Custom plans, teams can build their own dashboards and choose which of these each team sees.

Built for game teams

These are the differences a studio notices first, compared with a general ticketing tool.

1.Art and code share one pipeline.

Design and development quests live on the same boards, count toward the same milestones, and each shows the tools that discipline needs. No separate tool for the art team.

2.Visual work is first-class.

Reference images, mood boards, and color palettes sit on the quest itself, not buried in a list of attachments.

3.Finishing a quest hands off its work.

When you close a quest, Pixl Quest offers to send its assets into a Vault container and its code snippets and links into Scrolls.

4.Approval is built into handoff .

Every asset in the Vault carries an approval status, so the team can see what is final and what still needs sign-off .

5.Knowledge lives next to the work.

Scrolls is included, not a separate product, and scrolls link directly to the quests they explain.

6.Milestones show real progress.

Triumphs calculate how much of each milestone is done from the quests linked to it.

7.Made for small and growing studios.

Questions?

Ask us about the beta, moving your team over from another tool, or whether Pixl Quest fits your workflow.

info@pixlquest.com

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