The following workflow
is useful when a single technical director needs to define the assets,
in detail, for all the departments working on a project. For example,
consider a studio making a game that requires multiple interchangeable
characters and props.
The technical director
knows the game requirements for the characters and props and their
relationships relative to each other. Additionally, he knows how
the content created by the modelers, riggers, and animators needs
to interact.
The following workflow
allows the technical director to communicate these requirements
to the various content creators.
- The technical director assesses the game’s
needs and determines the required deliverables for each department.
- The technical director creates a set
of asset templates and pre-populates them with published names,
published nodes, and views useful to the artists. This gives the
artists a guideline for validating that the assets they are creating
are what the technical director expects.
- The artist opens the asset and changes
to a view appropriate for his/her department.
- The artist builds the interior of the
asset while binding appropriate attributes to their template’s published
attribute names. If the technical director created a binding set
for the template, the artist can also use Autobind to
achieve this step automatically.
- When the template is fulfilled, the artist
publishes additional attributes which other artists down the pipeline
may need.
- The artist saves the asset and notifies
the director.
- The director reviews the integrity of
the template file and ensures that any new published attributes
are properly placed in the standard production template.
- The technical director makes any final
changes to the asset and then approves it to be passed onto the
next department.