Facility
How many branches does your company have? Are you in games, cinematics, Real Time VFX, Location based entertainment, commercial, film, or services (outsourcing)?
How many Projects is each branch working on? How long does each Project take? A commercial could take a month, while a AAA game could take 5+ years. If it takes several years, how often do new versions of your DCC release. Is it possible for different projects to be working on different versions of software? You could be working on two games, one has been going for 4 years and another that you've just started? Are you using different versions of blender for it now? How are you controlling that your artists are using the correct DCC for the correct project?
DANGER: NEVER IF POSSIBLE CHANGE SOFTWARES DURING A PROJECT!!!
What is the folder structure for your project's destination? Where is it in engine. Or are you delivering assets to another company. How is the folder structure you're delivering these outsources assets? What is the file structure for your art depot? Do they match?
How is art delivered into the engine? Is it done through DCC Output? Do your artists know what file to output? For Texture formats (png, jpeg)? Intermediate data formats (fbx, collada, alembic, json/xml, USD, proprietary)?
Which DCCs is your project using and which versions? What Tools are your project artists using (Plug-ins, scripts, custom versions)? How do you guarantee the artists are using the correct software? Do your DCCs have the correct configurations (plug-ins, shelves)? Do you allow your artists to use their own tools (without upsetting the integrity of the project)?
How are your assets organized? How are your scenes/levels structured? Which files are crucial for asset reproduction? Have you lost the original source files? The intermediate formats are replaceable but the source files are necessary to keep. Game assets should not live with source assets. Your maya and blender files should be in one place, and then in another folder you should have your game assets. Your source assets should not be touched by designers. How is your structure integrated with Revision Control? Do you have non-authorable assets in your game?
How are your Folders, Files, and Tools organized? As a suggestion (you can change this as long as you stay consistent), have Three separate Levels:
- Facility/Branch (logos, promotional materials, literature, marketing, things that could effect the whole company)
- Project/Show (Master Materials, Master Textures, fundamental assets that can go into any scene at anytime)
- Shot/Level Asset (belongs to a separate subset of a level or a shot. Exclusively in a shot or level. You can't mix up the assets in the different shots/levels they have to have separate places)
The structure of each of these Folders should all be the same. All Lower Levels have access to upper levels, but upper levels don't have access to the lower levels.
All three levels should contain the same content structure:
- Tools (These are custom tools controlled by the level)
- Assets (These are art contents - source assets and game ready assets)
- Configurations (xml or json files controlling meta data, files which explain entire level structure, always present, may be hidden from 'user perspective')
How can you guarantee the correct assets are used in game?
You wanna also track metrics: Which DCCs are being used (how often and by whom?) How many textures are there? (format size by whom)? How many geos are there? (format, size and by whom)? How many different animation clips? How much memory do they consume? How are you going to keep track of all this information?
How does your Project Management Tool Interface? Command Line? (Management commands, directory, jumping, directory listing) GUI? (browsing, searching) DCC Collaboration? (DCC support, third party support)
PMT Responsibilities
- Create initial folder structures
- facility/project/individual assets
- all levels must have same structure
- tools/assets/configurations
- any should be able to navigate/manipulate
- create proxy placeholders
- Empower correct computer configuration for each level
- Department/project/asset
- correct DCCs/versions/plug-ins/scripts/customizations
- Artists may transition
- from department project asset
Examples: Shotgrid, Rex, Anaconda