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Game Work Capacity and Throughput

Compare game work with available team hours or observed team throughput, using explicit scope allowances and clearly labeled time equivalents.

Use this result well

Inputs that matter
Remaining active work (hours), Additional work allowance (hours), Available team hours per week, Remaining scope units, and 3 more
Output to expect
Capacity-equivalent weeks, Whole iterations required
  • Check the units and required inputs before comparing results.
  • Keep the assumptions with a copied result so you can reproduce the calculation later.
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Reference & details

How it works

Work hours and available team capacity

Compare remaining work and an explicit rework allowance with the team hours actually available per week. This does not create a calendar schedule. Capacity arithmetic, not a promised ship date. No automatic buffer, eight-hour workday or linear benefit from extra headcount is assumed. Parallel work, dependencies and external waiting can change elapsed time. Use the throughput mode only when you have comparable completed iterations.

Capacity-equivalent weeks = (remaining work hours + explicit additional hours) ÷ available team hours per week

Observed team throughput by iteration

Compare remaining scope with a whole team’s observed completed scope per iteration. Keep the scope scale and iteration length consistent. A constant-throughput scenario. Do not multiply team throughput by headcount again. Story points from different teams are not interchangeable. No automatic 25% allowance, month conversion or fixed delivery date is supplied.

Whole iterations = ceil((remaining scope + additional scope) ÷ completed team scope per iteration); equivalent weeks = iterations × iteration weeks

Updated: September 2026

Example Scenarios

An arithmetic illustration using the values shown. Replace them with measurements or assumptions for your own scope.

Remaining active work (hours): 60Additional work allowance (hours): 12Available team hours per week: 24

3 equivalent weeks

An arithmetic illustration using the values shown. Replace them with measurements or assumptions for your own scope.

Remaining scope units: 90Additional scope allowance: 10Completed team scope per iteration: 25Weeks per iteration: 2

4 iterations

FAQ

No. It converts workload to equivalent weeks of the entered capacity.

Not when velocity already describes the whole team. Keep the chosen measurement basis consistent.

A finite completion estimate cannot be calculated with zero available capacity.

If no comparable history exists, treat a chosen rate as an assumption and consider the work-hours mode instead.

The output counts complete iteration blocks needed to cover the entered scope under a constant rate.

No. Scope, team composition and delivery conditions can change.

About Game Work Capacity and Throughput

Compare remaining work and an explicit rework allowance with the team hours actually available per week. This does not create a calendar schedule. Compare remaining scope with a whole team’s observed completed scope per iteration. Keep the scope scale and iteration length consistent.