XO3D Studio · Guide
Product CGI Timelines, What to Expect.
Production timelines by project type, what makes them faster or slower, and how to plan your campaign calendar around them.

The studio behind this guide
Whose timeline this is
These are XO3D's indicative timelines as a director-led product CGI studio, not promised dates, and they assume prompt approvals at each review stage. Worth planning against when the launch date is fixed and the product does not exist yet, because CGI can start before it does. A late approval moves the delivery date, and we say so at the time rather than at the end.
How XO3D compares to the other five supplier modelsThe core principle: Every CGI timeline has three phases, pre-production (storyboard, animatic, material tests, approval), production (modelling, animation, rendering), and delivery (grade, formats, final export). Rushing pre-production saves days but can cost more later. XO3D settles the story, the product detail and the look in pre-production, before final rendering, so that changes are made while they are still cheap to make. The storyboard formats guide explains what each pre-production board shows.
Timeline by Project Type
Typical production windows.
What these windows include
A production timeline has three different dates in it. The start is the point at which the brief is agreed and the source files and references are ready, not the first enquiry. The production window runs from that start to final delivery of the agreed files. The public launch usually comes later, and press, retailer or event deadlines can come earlier. The window does not include the wait before a project can be booked in. The ranges below are indicative planning guidance for each project type, not measured averages or a quote, and they assume prompt approvals. Your own dates are confirmed once the studio has seen the brief.
| Project Type | Indicative Window | What's in it |
|---|---|---|
| Still Image Suite 8–20 images, studio BG | 2–3 weeks | Model review, material build, lighting setup, typically 3 rounds of revision on final renders. Fastest project type, no animation stage. |
| Hero Product Film 30–60 seconds | 4–7 weeks | Storyboard, animatic review, model + material build, animation, render, grade, sound design, typically 4 rounds of revision on edit. Films can run to 90 seconds. |
| Launch Suite film + stills + social formats | 6–10 weeks | Full pre-production, parallel still and film production from single asset, simultaneous delivery of all formats. Timeline depends on deliverable count. |
| Technical / Mechanism Film engineering accuracy | 5–9 weeks | CAD review, engineering team involvement, mechanism sequencing approval required before animation. Technical review rounds add time. |
| Social Content Pack from existing 3D asset | 1–2 weeks | If the 3D asset already exists, new social content can turn around quickly. First-time builds always take longer than subsequent content from the same asset. |
| Interactive 3D Viewer web-embedded | 3–5 weeks | Model build or optimisation, lighting environment, interaction behaviour, web performance optimisation, integration testing. |
What Affects Timeline
The variables that make projects faster or slower.
Makes It Faster
- Clean CAD files provided upfront
- Clear brief with defined deliverables from day one
- Fast client approvals, to a response time agreed for each stage
- Single decision-maker with direct sign-off authority
- Existing 3D asset from a previous XO3D project
- No structural product changes during production
Makes It Slower
- No CAD files, model built from physical reference
- Product design changes during production
- Multiple internal sign-off stakeholders
- Approval delays at pre-production stages
- Brief changes after production has begun
- Revision rounds beyond those included
Phases and approval stages
Phases and approval stages.
The three phases describe the work. The approval stages are the points where you decide something, and later work depends on it. A still image suite has no storyboard or animatic, so it moves through fewer stages than a film. The map below uses the phase and stage names from this guide; it is not a fixed schedule for every project.
Pre-production
Storyboard, animatic, material tests
You approve: the story or shot list, the product detail and the look, before final rendering begins.
Production
Modelling, animation, rendering
You approve: the rendered shots or stills, checked for product accuracy and agreed revisions.
Delivery
Grade, formats, final export
You approve: the delivered files in each agreed format.
Review time
Put review time on the calendar.
Every approval stage needs a reviewer who is available, so book the review dates at the start, not when the work arrives. Name one person to collect everyone’s comments and send them as one set of notes. Notes that arrive from several people at different times take longer to resolve.
The windows above assume a prompt response at each stage. Agree what “prompt” means for your project, such as 48 hours, and check it against your team’s diaries. If a review runs late, the work that depends on that approval waits; work that does not depend on it may carry on. The studio will tell you at the time what has moved. For what to look at in each review, see the stage-by-stage review guide.
Short on time
If the deadline is already tight.
Reduce what has to be made before you reduce how carefully it is made. Fewer unique shots, or a still set built from fewer camera set-ups, shortens the work more safely than skipping a review. Decide which channel needs its asset first and schedule that; later cuts and formats can follow from the same build. Use the product launch asset matrix to sort the channels by date.
Send everything you have at the start: CAD or drawings, material references and examples of the look you want. Read the brief we wish we got for what makes a fast start possible. Name your reviewers and book their time. Keep the product accuracy check in place: it protects the work that matters most. Tell the studio about the deadline in the first message, and it will say plainly whether the date can be met at the quality you need.
Planning sheet
Plan your own dates.
Work backwards from the first date you cannot move. The blank planning sheet has a row for each milestone, from agreeing the brief to the public launch, and columns for the date it is needed, when the source files are released, the owner, the review window, what it depends on and whether the date is confirmed or still to agree. It contains no calculated dates. Download the blank planning sheet (CSV).
For a full campaign, the Labs hub helps you plan your campaign timeline across channels.
FAQ
Timeline questions answered.
How long does product CGI take?
What's the fastest XO3D can turn around a product film?
When should I approach XO3D relative to my launch date?
Does the timeline include time for my internal reviews?
What if the product design changes during production?
Which asset should we schedule first?
Do holidays and booking lead time change the dates?
Your next project
Work back from the launch.
Separate the public launch from earlier press, retailer and event deadlines. The first required asset often needs approval before the full campaign is finished.

A route to consider
Launch Visuals
A directed launch suite: film, stills and channel versions, scoped around the product story and release plan.
Bring these three things.
- Which channel needs assets first?
- When can source files be released?
- What review windows can the team commit to?
Start with an outline. We review the product, intended outputs and timing before agreeing the production scope.