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Trello is Killing Your Game's Creativity

April 24, 2025

Let’s talk about the death of creativity. It’s a slow, insidious killer. We, as game developers, often unknowingly invite it into our studios.

The Trello Trap

Agile. It’s the buzzword we can’t escape. Trello, Jira, Asana – the digital overlords of organization promise to streamline our workflow.

But I’m here to tell you that these tools, specifically when applied to game design, are often a creativity killer. They lull us into a false sense of progress, distracting us from the true heart of game development: exploration.

I’ve seen it happen time and time again. The initial spark of a game idea, a raw and untamed vision, is immediately forced into the rigid structure of a Trello board.

“New Card: Implement Jump Mechanic.” “New Card: Design Enemy AI.” The magic begins to fade.

The Illusion of Progress

The problem isn’t the idea of organization itself. It’s the kind of organization these tools promote. It’s a linear, task-oriented approach that prioritizes incremental progress. This is at the expense of the messy, unpredictable nature of true creativity.

We become obsessed with moving cards from “To Do” to “Doing” to "Done". It gives us a dopamine hit, a feeling of accomplishment.

But are we really accomplishing anything of substance? Are we pushing the boundaries of game design? Or are we just meticulously checking off boxes on a pre-defined list?

Consider the case of “Space Explorers,” a game I consulted on a few years back. The team, fresh out of university and brimming with enthusiasm, jumped headfirst into Agile methodologies. They created a meticulously detailed Trello board, outlining every feature, every mechanic, every art asset.

Six months later, they had a perfectly functional game. It did everything it was supposed to do.

But it was utterly devoid of soul. It was a sterile, predictable experience that failed to capture the imagination of players. They had prioritized process over passion, and the game suffered as a result.

Why Agile Fails Game Design

Agile boards excel at managing predictable tasks with clear objectives. Game design, however, is rarely predictable. It’s a process of discovery, experimentation, and iteration.

Agile prioritizes efficiency. Game design requires inefficiency. It requires time to wander down blind alleys, to explore dead ends, to stumble upon unexpected discoveries.

Here’s a key distinction. Software development deals with known problems. Game development involves creating novel experiences. Agile is great for known problems. The creative process laughs in its face.

The Danger of Derivative Design

When every task is meticulously planned and tracked, there’s little room for spontaneous inspiration. The pressure to “stay on track” and “meet deadlines” can stifle creativity, leading to derivative design.

We end up creating games that resemble other games, iterating on existing mechanics rather than inventing new ones. We become afraid to take risks, to deviate from the established formula.

This is because Trello and its ilk encourage convergent thinking. They force us to narrow our focus, to concentrate on the immediate task at hand. True innovation, however, requires divergent thinking. It requires the ability to explore multiple possibilities, to challenge assumptions, to think outside the box (or, in this case, the Trello board).

I recall a game jam where I intentionally avoided using any organizational tools. I spent the first few hours simply brainstorming, sketching, and experimenting with different ideas.

The result was a bizarre, unconventional game that surprised everyone, including myself. It wasn’t polished, it wasn’t bug-free, but it was undeniably original. That originality would have been impossible within the confines of a rigid Trello workflow.

Escaping the Grid: Alternative Approaches

So, what’s the alternative? How do we balance the need for organization with the need for creative freedom? The answer isn’t to abandon all structure, but to adopt a more flexible, organic approach.

1. Embrace the Whiteboard:

Ditch the digital board and embrace the analog. A whiteboard allows for a more fluid and collaborative brainstorming process. Ideas can be easily added, erased, and rearranged.

The visual nature of a whiteboard encourages experimentation. You can draw diagrams, sketch out levels, and create mind maps to explore different possibilities. The lack of rigid structure allows for more spontaneous connections and unexpected insights.

2. Prioritize Prototypes:

Instead of meticulously planning every feature, focus on creating rapid prototypes. These prototypes should be designed to test core mechanics and explore different gameplay possibilities.

The goal is to fail fast and learn quickly. Don’t be afraid to abandon prototypes that don’t work. Each failure is a valuable lesson that will inform your design decisions.

For example, if you’re designing a new combat system, don’t spend weeks writing detailed design documents. Build a simple prototype with basic enemy AI and a few core abilities. Playtest it, iterate on it, and see what feels fun.

3. Schedule "Exploration Time":

Allocate dedicated time for creative exploration. This time should be free from deadlines, tasks, and any other distractions. Encourage your team to experiment with new ideas, play different games, and explore unconventional approaches.

Think of it as a “creative sandbox.” A space where your team can play, experiment, and discover new possibilities without the pressure of immediate results.

I once worked with a team that implemented “Innovation Fridays.” Every Friday afternoon, the team was free to work on any project they wanted, as long as it wasn’t directly related to the current game.

This led to some surprisingly innovative ideas, some of which were eventually incorporated into the final game. The key is to create a culture that values experimentation and rewards creativity.

4. Limit Trello Use to Production, not Design:

Here’s a critical point: Agile boards can be useful. But only after the core game design is locked down. Once the mechanics are fun, the levels are compelling, and the art style is finalized, THEN use a Trello board to manage the production process.

Don’t try to design a game inside Trello. Design it in your head, on paper, on a whiteboard, in a prototype. THEN, use Trello to ensure the implementation of that design goes smoothly.

5. The "Two-Week Rule":

This is a personal favorite. If a design task sits on the Trello board for more than two weeks without significant progress, remove it. It’s likely a sign that the task is either poorly defined, overly complex, or simply not worth pursuing.

This prevents the board from becoming cluttered with half-baked ideas and abandoned projects. It forces you to prioritize the most important tasks and to be ruthless in cutting out anything that isn’t contributing to the overall vision.

The Emotional Toll

The relentless pressure of Agile methodologies can take a significant emotional toll on game developers. The constant focus on productivity and efficiency can lead to burnout, stress, and a feeling of creative stagnation.

I’ve seen talented developers lose their passion for game design, becoming disillusioned with the entire process. The joy of creation is replaced by the drudgery of task management. This is a tragedy.

We need to remember that game development is, at its heart, a creative endeavor. It requires passion, imagination, and a willingness to take risks.

By prioritizing process over passion, we risk sacrificing the very thing that makes game development so rewarding: the ability to create something truly unique and meaningful.

A Call to Rebellion

I urge you to question the prevailing wisdom. Don’t blindly accept Agile methodologies as the only way to manage game development. Experiment with different approaches, find what works best for your team, and don’t be afraid to challenge the status quo.

The future of game design depends on it. It depends on our ability to break free from the constraints of rigid organizational tools and to embrace the messy, unpredictable, and ultimately rewarding nature of true creativity.

Let’s reclaim our creativity. Let’s build games that inspire, challenge, and move people. Let’s not let Trello kill the magic.

Case Study: “Echo Bloom”

“Echo Bloom” was an indie title developed by a small team of three. Early on, they embraced Trello, meticulously planning every aspect of the game. They defined character animations, level layouts, and even dialogue trees within the board.

The problem? The game lacked a soul. Playtesters described it as technically proficient but emotionally flat.

Midway through development, they scrapped their Trello board. They shifted to a whiteboard-centric approach, focusing on rapid prototyping and collaborative brainstorming.

The result? “Echo Bloom” transformed from a sterile, by-the-numbers game into a critically acclaimed indie darling. The change wasn’t just in the gameplay; it was in the team’s renewed enthusiasm and creative freedom. They rediscovered their passion, and the game reflected that.

The Pitfalls of Over-Planning

One of the biggest mistakes developers make is over-planning. They try to define every detail of the game upfront, before they’ve even had a chance to experiment and discover what works.

This leads to a rigid design that is difficult to change, even when it becomes clear that certain elements aren’t working. It stifles creativity and prevents the team from adapting to new ideas and possibilities.

To overcome this pitfall, embrace a more iterative approach. Focus on building a solid foundation of core mechanics and then gradually add complexity as you go. Be willing to experiment, to fail, and to learn from your mistakes.

Actionable Steps

Here are some actionable steps you can take today to escape the Trello trap and unleash your team’s creative potential:

  • Schedule a “Whiteboard Wednesday”: Dedicate one afternoon a week to brainstorming and prototyping on a whiteboard.

  • Implement a “Prototype First” policy: Before writing any code, create a quick prototype to test your core mechanics.

  • Limit Trello tasks to specific, well-defined actions: Don’t use Trello for high-level design decisions.

  • Encourage experimentation and risk-taking: Create a safe space for your team to try new things without fear of failure.

  • Constantly question your assumptions: Don’t be afraid to challenge the status quo and to look for new and better ways to do things.

These are small changes, but they can have a profound impact on your team’s creativity and the quality of your games.

Remember, the goal isn’t to eliminate organization entirely. It’s to find a balance between structure and freedom. A balance that allows your team to thrive and to create games that are truly unique and unforgettable.

Let’s choose creativity, choose passion, and choose to build games that matter.

Final Thoughts: The Human Element

Ultimately, game design is about people. It’s about connecting with players on an emotional level and creating experiences that they will remember for years to come.

No Trello board, no Agile methodology, can replace the human element of game design. It’s up to us, as developers, to foster a culture of creativity, collaboration, and passion. A culture that values experimentation, rewards risk-taking, and celebrates the joy of creation. Only then can we truly unlock the full potential of game design and create games that are not just technically proficient, but also emotionally resonant and deeply meaningful. That requires us to look beyond the tools, the processes, and the methodologies, and to focus on the human beings at the heart of the creative process.