Key Takeaways — brief reading, less than 30 seconds
- Most teams estimate the work (make time) and forget the gaps between the work (review, approval, wait time). Total project time is all four buckets summed.
- Each review round tends to add 3–5 business days. Each approver beyond the first adds about a day per round (serial review, not parallel).
- Working ranges (early 2026): banner set 7–9 days, landing page 12–16 days, 30-second video 4–6 weeks, brand refresh 8–16 weeks.
- Format follows audience: bar timeline for execs, Gantt for hard dependencies, Kanban for in-flight work, calendar for hard external dates.
- Review-round count and approver count drive the estimate far more than make time does.
- Track estimate vs actual across 5–10 projects. One specific bucket is the team’s chronic blind spot; fix that number and every other estimate gets sharper.
Glossary8 terms
- Make time: The hours someone is actually creating the asset — designing, writing, shooting, or editing. The visible part of the work, and usually the only part teams estimate.
- Review cycle: One round-trip of stakeholder feedback: asset sent, reviewer reads, comments returned. Typically 3–5 business days per round even when reviewers are responsive.
- Scope: The set of deliverables a project commits to producing. Scope creep is when the deliverable list grows mid-project without a corresponding shift in the timeline.
- Contingency buffer: Reserve days added to an estimate to absorb the fires nobody predicted. A working rule: budget one buffer day per launch week and 30–50% extra if the project crosses a holiday.
- Dependency: A task that cannot start until another finishes. Legal review depends on final copy; production depends on approved design. Dependencies stretch timelines because slippage compounds downstream.
- Critical path: The longest chain of dependent tasks in a project; any delay on it pushes the launch date. Tasks off the critical path can slip without moving the ship date.
- Kickoff: The formal start of execution after the brief lands. The PM commits a date at kickoff, which is also where the estimate locks in.
- Handoff: Passing a file from one role to the next — design to dev, copy to legal, video to QC. Each handoff carries small queue time that adds up over a project.
Editor's note: Estimates here are working ranges, not promises. They’re based on common patterns across in-house creative teams and agencies as of early 2026; your team’s actuals will vary. Track them and the estimates get sharper.
A creative team I work with once scoped a banner set at three days. They were right about the work, and the campaign still shipped on day twelve. The three days they’d quoted were the design hours — the part anyone could see.
What no one had counted was the two rounds of stakeholder feedback that ate three days each, the legal pass that took two, and the hand-off to dev that sat a day waiting for the project channel to wake up. Their estimate of the work was spot on. Their estimate of the project was off by nine days — they’d only ever priced the part they did themselves.
That gap between “the work” and “the project” is what this article is about. The brief is when the clock starts; without one, you’re estimating in the dark. With one, you can account for what happens between “designer starts” and “asset ships.”

Why Creative Estimates Often Slip#
The work itself takes the time it takes. Slippage comes from the rounds, the approvals, the rework, and the waiting. Most teams estimate the work and forget the gaps between the work — the days between “sent for review” and “feedback received,” the queue time at legal, the holidays nobody factored in, the inbox latency on a Friday afternoon. Those gaps add up to as much time as the work itself, sometimes more.
The estimate that survives contact with reality names the gaps explicitly. “Three days to design” is a make-time estimate; “eight working days from brief to delivery, including two review rounds and a legal pass” is a project estimate. The second number is the one a team can plan around.
The Four Time Buckets#
Every creative project lives in four time buckets. Total project time is the sum of all four. Most plans only budget for the first.
- Make time. The actual creative work. Hours at the keyboard or on set; the time the designer, copywriter, photographer, or editor is doing the thing. Easy to estimate because it’s the part of the work that’s visible — you can see when someone is making a thing.
- Review time. Stakeholder feedback cycles. The hours the reviewer spends looking at the asset, drafting comments, weighing tradeoffs, and writing the response. Review time scales with stakeholder count and inversely with stakeholder availability.
- Approval time. The latency between “approved” being said in a meeting and “approved” being received in writing. Legal forwards the email three hours later. The brand lead approves on Slack; the PM needs the approval in the project tool. The CMO is travelling and the formal sign-off lands two days later. Each of those steps costs a day or two that the plan never budgeted.
- Wait time. Between rounds. Between approvers reviewing in serial rather than parallel. Queue time at the printer, the print-ready file sitting in vendor dispatch, the inbox latency on a Friday afternoon, the asset waiting for a working day in EMEA. Wait time accumulates from a hundred small delays nobody owns.
We wrote about how the review and approval rounds work; this article is about how long they take. The four buckets are independent inputs to the same total. Improving make time without touching the other three rarely moves the ship date; improving wait time often does.
Working Estimates by Deliverable Type#
Working ranges by deliverable type. Each row is total project time, not make time alone. Use them as starting points for in-house teams and agencies, then adjust with your own review count, approver count, and recent delivery history.
| Deliverable | Make | Review | Approval | Wait | Total |
|---|---|---|---|---|---|
| Banner set (5 sizes) | 1–2 days | 2 rounds × 2 days | 1 day | 1–2 days | 7–9 days |
| Landing page (design) | 3–5 days | 2 rounds × 3 days | 1–2 days | 2–3 days | 12–16 days |
| 30-second video | 5–10 days | 3 rounds × 4 days | 2–3 days | 3–5 days | 4–6 weeks |
| Brand refresh | 3–6 weeks | 4–6 rounds | 1 week (multi-stakeholder) | 1–2 weeks | 8–16 weeks |
| Social campaign (10 assets) | 3–5 days | 2 rounds × 2 days | 1–2 days | 1–2 days | 9–13 days |
| Email campaign | 1–2 days | 2 rounds × 2 days | 1 day (legal) | 1 day | 7–8 days |
| White paper | 1–2 weeks | 2 rounds × 4 days | 3–5 days | 3–5 days | 3–5 weeks |
| Trade-show booth design | 3–5 weeks | 3 rounds × 5 days | 1–2 weeks | 1–2 weeks | 8–12 weeks |
The ranges are wide on purpose. The low end of each row assumes a short make time, two review rounds, and a single approver; the high end assumes every bucket runs long. Add a third or fourth review round, or a second and third approver, and the project runs past the top of the range entirely. Review-round count and approver count drive the spread far more than make time does — those two numbers explain most of the variance in any creative project timeline.

Rules of Thumb That Hold#
These are the heuristics we lean on — patterns that hold across teams and industries, not measured laws. Useful as a sanity check on any estimate, and as a debugging tool when one is slipping.
- Each review round tends to add 3–5 business days. Even when the reviewer responds quickly, the round-trip rarely beats two days; for stakeholder reviews involving multiple people, three to five is typical.
- Each approver beyond the first adds about a day per round. Approvers usually review sequentially, in serial rather than in parallel — “A reads, then B reads,” not “A and B at the same time” — unless your review tool is set up to collect sign-offs at once.
- Legal review tends to add a 2–3 day slot regardless of how short the asset is. The legal team has its own queue, and copy length doesn’t change your position in it.
- Treat a holiday week as 2 working days, not 5. Plan around it or plan to slip.
- The week before a launch always finds a fire. Budget a buffer day. Teams that don’t budget the buffer ship anyway, just stressed.
- Hand-offs cost time. The more people who touch a file, the more wait time accumulates. A project with five hand-offs has at least five small queues, even if each one is short.
- Plan for roughly a 1.5× multiplier on async stakeholders. When reviewers sit in a timezone that doesn’t overlap with the maker’s working hours, we budget about 50% more review and approval time.
Price them into the estimate and the number survives scrutiny. Skip them, and the schedule slips on the first review round. If your last five projects tell a different story, trust your actuals over any rule here.

Visualizing the Timeline (and Why It Matters)#
The estimate is the number; the visualization is how the team and the stakeholders see it. Format follows audience: the CMO doesn’t want a Gantt chart, the lead designer doesn’t want a one-line summary, the legal team wants a fixed slot they can count on. Six visualization formats, each fitting a different audience and project shape.
- Simple horizontal-bar timeline. Excel, Google Sheets, or a slide — the most underrated format and the one stakeholders read fastest. Horizontal bars mapping five project phases, two review rounds, and the key milestones onto a single row. Closer to an infographic than a project plan, it communicates more in 15 seconds than a Gantt chart does in five minutes.
- Gantt chart. monday.com(opens in new tab), Asana(opens in new tab), Smartsheet(opens in new tab), MS Project, ClickUp(opens in new tab). When dependencies are linear and small, a Gantt is overkill; when they’re real and concurrent, with start and end dates that actually interlock, it’s the only honest picture.
- Kanban board. Trello(opens in new tab), Linear(opens in new tab), Notion(opens in new tab), Asana. Shows status, not duration — a way to track progress for the team running the work, not for stakeholders asking about the date.
- Calendar timeline. Google Calendar, monday.com calendar view, Outlook calendar overlays. For projects with hard external dates — product launches, event coverage, retail seasonal pushes. As an event timeline it pins the key dates and important events to the day; the dates are the constraint, and the calendar makes the constraint visible. It is the natural home for a marketing campaign timeline built around a fixed go-live.
- Roadmap or quarterly view. For project-portfolio communication to leadership. A project roadmap shows which initiatives are running this quarter, not how each project is sequenced internally. Useless for project execution.
- Excel or Google Sheets baseline. The lowest-friction format for sharing with non-PM stakeholders and project managers alike — an editable Excel timeline anyone can open. The simple horizontal-bar timeline above usually starts as a Sheets row — a customizable baseline you reshape per project.
The visualization is also a forcing function for the estimation work. A team that can’t produce a one-page bar timeline doesn’t actually have an estimate yet — they have a list of activities without sequencing or duration. The act of drawing the timeline pressure-tests the four time buckets, forces you to place the project milestones, and surfaces the potential bottlenecks: the missing review rounds, the unbudgeted wait time, and the approver who shows up only at the end.
How to Improve Your Own Estimates#
Track actuals against estimates for five to ten projects — light project tracking, not a time-sheet regime. The same weak spot usually surfaces: your team is consistently long on one specific phase. Make time, review time, approval time, or wait time — one of the four is the chronic blind spot. Fix that one number and the rest of the estimates get sharper without any other change.
Record the estimate at the start of each project (not after kickoff — before, when the brief lands and the PM commits a date). Record the actuals at delivery. Plot estimate vs actual across ten projects. The bias is usually visible in three projects and obvious in ten. One team loses its time in the review rounds, another in wait time, another in approval lag — your team has its own.
The recap field “timeline vs plan” is where you capture actuals; the recap is the upstream of next quarter’s better estimates. Write it down at recap time, not from memory three months later. Two quarters of that loop and your timelines start landing. A creative timeline is never perfectly predictable, but it gets far less mysterious after ten tracked projects.
The role that owns this discipline is the Creative Ops Manager — the project management seat that keeps the practice honest. The patterns across projects are the ops manager’s contribution; without that meta-view, every project manager rebuilds the same estimation skill from scratch, instead of inheriting the team’s best practices.
The next campaign you scope, run the math out loud before you commit a date: count the approvers, add a slot for legal, multiply by 1.5 if your stakeholders sit in a timezone that doesn’t overlap with the maker’s working day, and budget a buffer for the launch week. Then write the number down, so the next recap has something to compare against.








