• Gaming
  • 20 columns
  • 110 rows
  • 8 formats

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.

  • last updated 25 Oct 2025
  • by GoMask
The brief that made it

Predicting digital asset delivery times for game releases

Sample rows

preview · 8 of 110 rows · all 20 columns
asset_idstringpriority_levelstringasset_complexity_scorefloatbottleneck_flagbooleansource_team_idstringasset_namestringasset_typestringproject_idstringproject_namestringhandoff_idstringhandoff_date_planneddatehandoff_date_actualdatehandoff_statusstringsource_team_namestringdestination_team_idstringdestination_team_namestringhandoff_delay_daysintegerresource_allocation_hoursfloatbottleneck_reasonstringnotesstring
CHAR_001A8Zhigh7.2falseTEAM_A01Main Hero RigcharacterPROJ_1001Skyward QuestHANDOFF_00012023-05-042023-05-04completedCharacter ModelingTEAM_B12Animation Integration080.5blankRigged for advanced movement and facial expressions.
ENV_00B3D5critical8.5trueTEAM_A02Forest Clearing NightenvironmentPROJ_1001Skyward QuestHANDOFF_00022023-05-072023-05-09delayedEnvironmental ArtTEAM_B10Lighting & VFX2120Delay due to missing foliage assets required for scene.Key playable area for opening sequence; high visual fidelity required.
PROP_00C8X1medium6.7falseTEAM_A03Ancient SwordpropPROJ_1001Skyward QuestHANDOFF_00032023-05-122023-05-12completedProps & WeaponsTEAM_B11Gameplay Systems048blankLegendary item required for story progression.
AUDIO_00D9M4critical9.3trueTEAM_A04Ambient Forest NightaudioPROJ_1001Skyward QuestHANDOFF_00042023-05-152023-05-17delayedAudio ProductionTEAM_B13Audio Integration2110Mixing issues caused by overlapping sound layers.Layered ambiences for dynamic weather system.
UI_00E7P2low3.5falseTEAM_A05Inventory Panel UIuiPROJ_1002Nightfall ArenaHANDOFF_00052023-06-012023-06-01completedUI/UX DesignTEAM_B14Frontend Integration010blankStandard panel; follows established UI guidelines.
CHAR_002L6Qhigh7.8falseTEAM_A01Villain Anim RigcharacterPROJ_1002Nightfall ArenaHANDOFF_00062023-06-04blankpendingCharacter ModelingTEAM_B12Animation Integrationblank72blankAwaiting final texture approval.
ENV_00F8X7high8falseTEAM_A02Night Arena MapenvironmentPROJ_1002Nightfall ArenaHANDOFF_00072023-06-072023-06-07completedEnvironmental ArtTEAM_B10Lighting & VFX088blankArena for multiplayer battles; night lighting effects.
PROP_00G2J6medium5falseTEAM_A03Energy Shield ProppropPROJ_1002Nightfall ArenaHANDOFF_00082023-06-102023-06-10completedProps & WeaponsTEAM_B11Gameplay Systems042.5blankUsed by players for temporary invulnerability.

What the 110 rows show

from the 110-row sample

Critical (priority level) stands out: 17 of its 18 rows have bottleneck_flag = true, against 4 of 92 for the rest.

  • 19%bottleneck_flag = true
  • 5.5median asset_complexity_score
  • 4handoff statuses
  • 7asset types
  • 11projects
  • 11project names
Bottleneck flag rate by priority_levelbottleneck_flag = true
0%50%100%0%low0 of 350%medium0 of 3015%high4 of 2794%critical17 of 18

Critical (priority level)'s mean asset_complexity_score is 8.9, against 1.7 for low, 5.2 for medium and 7.2 for high.

asset_complexity_score110 rows, in bands of 1
01530229961512131591610asset_complexity_score →

Median 5.5, from 1.0 to 9.7.

source_team_id110 rows · top 10 of 17 values
  1. TEAM_A0215
  2. TEAM_C0111
  3. TEAM_A039
  4. TEAM_P019
  5. TEAM_A018
  6. TEAM_A048
  7. TEAM_A058
  8. TEAM_E028
  9. TEAM_U018
  10. TEAM_A066
20 columns by typefrom the column list below
  • string 14
  • integer 1
  • float 2
  • date 2
  • boolean 1

Columns

20 columns in four groups
blueprint · 20 columns
columntypedescriptionexample
Text 14 columns
asset_idstringUnique identifier for the digital asset being delivereduniqueCHAR_001A8Z
asset_namestringDescriptive name of the digital assetup to 128Main Hero Rig
asset_typestringType of asset (e.g., character, environment, prop, animation, audio)7 valuescharacter
project_idstringUnique identifier for the game project11 projectsPROJ_1001
project_namestringName of the game projectup to 128 · 11 namesSkyward Quest
handoff_idstringUnique identifier for the asset handoff eventuniqueHANDOFF_0001
handoff_statusstringCurrent status of the asset handoffpending · in-progress · completed · delayed · cancelledcompleted
source_team_idstringUnique identifier for the team handing off the assetTEAM_A01
source_team_namestringName of the team handing off the assetup to 64Character Modeling
destination_team_idstringUnique identifier for the team receiving the assetTEAM_B12
destination_team_namestringName of the team receiving the assetup to 64Animation Integration
bottleneck_reasonstringShort description of the bottleneck cause, if anyup to 256 · optionalDelay due to missing foli…
priority_levelstringPriority of the asset handoff in the production pipelinelow · medium · high · criticalhigh
notesstringAdditional notes or comments about the asset or handoffup to 1,024 · optionalBasic NPC walk cycle.
Numbers 3 columns
handoff_delay_daysintegerNumber of days the handoff was delayed (actual - planned)0 or more · optional0
asset_complexity_scorefloatRelative complexity score of the asset (e.g., 1-10 scale)1 to 10 · optional7.2
resource_allocation_hoursfloatTotal hours allocated by teams for this asset handoff0 or more · optional80.5
Dates and times 2 columns
handoff_date_planneddatePlanned date for asset handoff between teams2023-05-04
handoff_date_actualdateActual date when asset handoff occurredoptional2023-05-04
True or false 1 column
bottleneck_flagbooleanIndicates if this handoff was a bottleneck in the pipelineoptionalfalse

Use it for

  • bottleneck flag19%21 of 110 rowsmean asset complexity…1.7low5.2medi…7.2high8.9crit…

    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.

  • A software demo

    Believable assets with asset_name, asset_type and project_id to fill a screen in front of a buyer.

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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.

Rules it was built with
  • 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
Rows
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Exports
CSV, JSON, JSONL, Parquet, SQL, Excel, TSV, XML
Licence
yours to use, including commercially
API slug
gaming-asset-delivery-forecasting

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