Gaming Asset Delivery Forecasting
This dataset provides granular tracking of digital asset handoffs between remote teams in mid-size gaming studios, including asset complexity, scheduling, delays, bottlenecks, and resource allocation. It enables production pipeline optimization, predictive forecasting of delivery times, and strategic resource management for game releases and live events.
Sample rows
preview · 8 of 110 rows · all 20 columns| asset_idstring | priority_levelstring | asset_complexity_scorefloat | bottleneck_flagboolean | source_team_idstring | asset_namestring | asset_typestring | project_idstring | project_namestring | handoff_idstring | handoff_date_planneddate | handoff_date_actualdate | handoff_statusstring | source_team_namestring | destination_team_idstring | destination_team_namestring | handoff_delay_daysinteger | resource_allocation_hoursfloat | bottleneck_reasonstring | notesstring |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| CHAR_001A8Z | high | 7.2 | false | TEAM_A01 | Main Hero Rig | character | PROJ_1001 | Skyward Quest | HANDOFF_0001 | 2023-05-04 | 2023-05-04 | completed | Character Modeling | TEAM_B12 | Animation Integration | 0 | 80.5 | blank | Rigged for advanced movement and facial expressions. |
| ENV_00B3D5 | critical | 8.5 | true | TEAM_A02 | Forest Clearing Night | environment | PROJ_1001 | Skyward Quest | HANDOFF_0002 | 2023-05-07 | 2023-05-09 | delayed | Environmental Art | TEAM_B10 | Lighting & VFX | 2 | 120 | Delay due to missing foliage assets required for scene. | Key playable area for opening sequence; high visual fidelity required. |
| PROP_00C8X1 | medium | 6.7 | false | TEAM_A03 | Ancient Sword | prop | PROJ_1001 | Skyward Quest | HANDOFF_0003 | 2023-05-12 | 2023-05-12 | completed | Props & Weapons | TEAM_B11 | Gameplay Systems | 0 | 48 | blank | Legendary item required for story progression. |
| AUDIO_00D9M4 | critical | 9.3 | true | TEAM_A04 | Ambient Forest Night | audio | PROJ_1001 | Skyward Quest | HANDOFF_0004 | 2023-05-15 | 2023-05-17 | delayed | Audio Production | TEAM_B13 | Audio Integration | 2 | 110 | Mixing issues caused by overlapping sound layers. | Layered ambiences for dynamic weather system. |
| UI_00E7P2 | low | 3.5 | false | TEAM_A05 | Inventory Panel UI | ui | PROJ_1002 | Nightfall Arena | HANDOFF_0005 | 2023-06-01 | 2023-06-01 | completed | UI/UX Design | TEAM_B14 | Frontend Integration | 0 | 10 | blank | Standard panel; follows established UI guidelines. |
| CHAR_002L6Q | high | 7.8 | false | TEAM_A01 | Villain Anim Rig | character | PROJ_1002 | Nightfall Arena | HANDOFF_0006 | 2023-06-04 | blank | pending | Character Modeling | TEAM_B12 | Animation Integration | blank | 72 | blank | Awaiting final texture approval. |
| ENV_00F8X7 | high | 8 | false | TEAM_A02 | Night Arena Map | environment | PROJ_1002 | Nightfall Arena | HANDOFF_0007 | 2023-06-07 | 2023-06-07 | completed | Environmental Art | TEAM_B10 | Lighting & VFX | 0 | 88 | blank | Arena for multiplayer battles; night lighting effects. |
| PROP_00G2J6 | medium | 5 | false | TEAM_A03 | Energy Shield Prop | prop | PROJ_1002 | Nightfall Arena | HANDOFF_0008 | 2023-06-10 | 2023-06-10 | completed | Props & Weapons | TEAM_B11 | Gameplay Systems | 0 | 42.5 | blank | Used by players for temporary invulnerability. |
| AUDIO_00H5Z8 | critical | 8.8 | true | TEAM_A04 | Battle Ambient Loop | audio | PROJ_1002 | Nightfall Arena | HANDOFF_0009 | 2023-06-12 | 2023-06-13 | delayed | Audio Production | TEAM_B13 | Audio Integration | 1 | 112 | Audio file failed initial QA; required remastering. | Final loop for main arena battles. |
| UI_00I7B4 | medium | 2.8 | false | TEAM_A05 | Leaderboard Widget | ui | PROJ_1002 | Nightfall Arena | HANDOFF_0010 | 2023-06-15 | 2023-06-15 | completed | UI/UX Design | TEAM_B14 | Frontend Integration | 0 | 14 | blank | Widget displays player ranks in real-time. |
| CHAR_003Q9S | medium | 5.5 | false | TEAM_A01 | Support NPC Rig | character | PROJ_1003 | Echoes of Dawn | HANDOFF_0011 | 2023-07-02 | 2023-07-02 | completed | Character Modeling | TEAM_B12 | Animation Integration | 0 | 51 | blank | Secondary NPC for tutorial area. |
| ENV_00J1M2 | high | 8.2 | true | TEAM_A02 | Dawn City Square | environment | PROJ_1003 | Echoes of Dawn | HANDOFF_0012 | 2023-07-05 | 2023-07-06 | delayed | Environmental Art | TEAM_B10 | Lighting & VFX | 1 | 95 | VFX pass delayed due to missing lighting references. | Central hub for player interactions. |
| PROP_00K8L3 | medium | 5.2 | false | TEAM_A03 | City Banner Prop | prop | PROJ_1003 | Echoes of Dawn | HANDOFF_0013 | 2023-07-10 | 2023-07-10 | completed | Props & Weapons | TEAM_B11 | Gameplay Systems | 0 | 30 | blank | Decorative prop for city areas. |
| AUDIO_00L2V8 | critical | 9 | true | TEAM_A04 | City Square Ambience | audio | PROJ_1003 | Echoes of Dawn | HANDOFF_0014 | 2023-07-13 | 2023-07-14 | delayed | Audio Production | TEAM_B13 | Audio Integration | 1 | 115 | Audio files required additional mastering for background chatter. | Layers include crowd, fountain, and market sounds. |
| UI_00M9W5 | medium | 4.5 | false | TEAM_A05 | Quest Tracker Panel | ui | PROJ_1003 | Echoes of Dawn | HANDOFF_0015 | 2023-07-18 | 2023-07-18 | completed | UI/UX Design | TEAM_B14 | Frontend Integration | 0 | 18 | blank | Displays quest progress and objectives. |
| CHAR_004F6E | high | 6 | false | TEAM_A01 | Merchant NPC Rig | character | PROJ_1003 | Echoes of Dawn | HANDOFF_0016 | 2023-07-22 | 2023-07-22 | completed | Character Modeling | TEAM_B12 | Animation Integration | 0 | 61 | blank | Used in city market scenes. |
| ENV_00N7T1 | high | 7.5 | false | TEAM_A02 | Underground Passage | environment | PROJ_1003 | Echoes of Dawn | HANDOFF_0017 | 2023-07-25 | blank | in-progress | Environmental Art | TEAM_B10 | Lighting & VFX | blank | 70 | blank | Currently adding final lighting effects. |
| PROP_00O2C7 | low | 3.1 | false | TEAM_A03 | Lantern Prop | prop | PROJ_1003 | Echoes of Dawn | HANDOFF_0018 | 2023-07-28 | 2023-07-28 | completed | Props & Weapons | TEAM_B11 | Gameplay Systems | 0 | 6 | blank | Simple prop for underground passage lighting. |
| AUDIO_00P4F9 | medium | 4.8 | false | TEAM_A04 | Underground Drip FX | audio | PROJ_1003 | Echoes of Dawn | HANDOFF_0019 | 2023-07-30 | 2023-07-30 | completed | Audio Production | TEAM_B13 | Audio Integration | 0 | 36 | blank | Water drips and echo for passage environment. |
| UI_00Q8K1 | low | 1.9 | false | TEAM_A05 | Settings Widget | ui | PROJ_1003 | Echoes of Dawn | HANDOFF_0020 | 2023-08-02 | 2023-08-02 | completed | UI/UX Design | TEAM_B14 | Frontend Integration | 0 | 5 | blank | Handles game display and audio settings. |
What the 110 rows show
from the 110-row sampleCritical (priority level) stands out: 17 of its 18 rows have bottleneck_
- 19%bottleneck_
flag = true - 5.5median asset_
complexity_ score - 4handoff statuses
- 7asset types
- 11projects
- 11project names
Critical (priority level)'s mean asset_
Median 5.5, from 1.0 to 9.7.
- string 14
- integer 1
- float 2
- date 2
- boolean 1
Columns
20 columns in four groups| column | type | description | example |
|---|---|---|---|
| Text 14 columns | |||
asset_id | string | Unique identifier for the digital asset being deliveredunique | CHAR_001A8Z |
asset_name | string | Descriptive name of the digital assetup to 128 | Main Hero Rig |
asset_type | string | Type of asset (e.g., character, environment, prop, animation, audio)7 values | character |
project_id | string | Unique identifier for the game project11 projects | PROJ_1001 |
project_name | string | Name of the game projectup to 128 · 11 names | Skyward Quest |
handoff_id | string | Unique identifier for the asset handoff eventunique | HANDOFF_0001 |
handoff_status | string | Current status of the asset handoffpending · in-progress · completed · delayed · cancelled | completed |
source_team_id | string | Unique identifier for the team handing off the asset | TEAM_A01 |
source_team_name | string | Name of the team handing off the assetup to 64 | Character Modeling |
destination_team_id | string | Unique identifier for the team receiving the asset | TEAM_B12 |
destination_team_name | string | Name of the team receiving the assetup to 64 | Animation Integration |
bottleneck_reason | string | Short description of the bottleneck cause, if anyup to 256 · optional | Delay due to missing foli… |
priority_level | string | Priority of the asset handoff in the production pipelinelow · medium · high · critical | high |
notes | string | Additional notes or comments about the asset or handoffup to 1,024 · optional | Basic NPC walk cycle. |
| Numbers 3 columns | |||
handoff_delay_days | integer | Number of days the handoff was delayed (actual - planned)0 or more · optional | 0 |
asset_complexity_score | float | Relative complexity score of the asset (e.g., 1-10 scale)1 to 10 · optional | 7.2 |
resource_allocation_hours | float | Total hours allocated by teams for this asset handoff0 or more · optional | 80.5 |
| Dates and times 2 columns | |||
handoff_date_planned | date | Planned date for asset handoff between teams | 2023-05-04 |
handoff_date_actual | date | Actual date when asset handoff occurredoptional | 2023-05-04 |
| True or false 1 column | |||
bottleneck_flag | boolean | Indicates if this handoff was a bottleneck in the pipelineoptional | false |
Use it for
A gaming dashboard
The bottleneck_
flag rate, asset_ complexity_ score by priority_ level and a breakdown of source_ team_ id. Excel, Power BI or Tableau. Why do 21 of 110 rows have bottleneck_
flag = true? A root-cause class exercise
Hand out the rows and one question. The answer is in the data, not in the brief.
- Assets110CHAR_001A8Z7.2highENV_00B3D58.5criticalAUDIO_00D9M49.3critical
A software demo
Believable assets with asset_
name, asset_ type and project_ id to fill a screen in front of a buyer.
blueprint · gaming-asset-delivery-forecasting
Behind this dataset
Same schema. As many rows as you need.
These 110 rows came out of a blueprint — 20 columns with generation rules behind each one. Open it in Data Factory to retune a column, add your own, wire in foreign keys, and run it at the size you actually need.
- Each asset has a unique ID and type (e.g., character, environment, audio)
- Delivery status must be timestamped and linked to team zone (e.g., NA, EU, APAC)
- Delay reasons include network issues, capacity constraint, QA hold, or missing dependencies
- Completion time is calculated from assignment to delivery, factoring in remote workforce hours
- Priority assets flagged for expedited tracking and escalated reporting
1 credit per row. Preview 20 rows free. Buy rows for the full run.
- Exports
- CSV, JSON, JSONL, Parquet, SQL, Excel, TSV, XML
- Licence
- yours to use, including commercially
- API slug
- gaming-asset-delivery-forecasting