I’m beginning the process of building a two part case to present to the powers that be at my studio. For part one of the case I mean to argue that our studio needs a full-time DCC tools developer on staff. For part two of the case, I hope to convince my employers that I’m the right individual for the job. :):
Regarding part one, to date the studio has relied on marginal tools development (and effectively non-existent support) from members of the rigging department on an “as we get spare cycles” basis. Not surprisingly, the vast majority of the tools development that occurs within this context is self serving. So, the rigging department has good tools, but the modeling and animation departments have effectively no tools support. Since I’ve been at the studio, we’ve grown from ~60 developers to a team of over 220 developers. In my view, this growth has made tools development more feasible and more necessary than ever. We’ve reached a point, I think, where not having a dedicated tools developer is holding back the studio’s ability to produce content optimally.
As for part two of the case, officially I’m a Sr. Tech Artist on the rigging team. However for the past few years, I’ve also been the fractional time, principal “tools guy” at the studio. During this time, I’ve built a number of systems and tools that the studio relies on. This work includes our character export pipeline, a custom character rig referencing system for 3DS Max, a slew of rigging tools and a handful of tools for our artists. My passion is creating systems and tools that better support content creators, and I see so much opportunity to provide better, more efficient tools and workflows to our artists.
I know that we’ve got some accomplished folks in this community (including some stellar tools developers). I would appreciate any thoughts that you might have on this subject, particularly on the value/necessity of having dedicated tools developers on the team.