Hello and welcome to this project workflow tutorial! 

Unless you are an artist or team member that is actively involved in a studio production environment, chances are you find the requirements and good practices for a project workflow to be a complete mystery. It is not uncommon to see new, or even intermediate Blender users with little, to no idea how to efficiently structure a project. This can cause unnecessary delays and challenges during production.

Before getting down to it, I would also like to take a moment to give a small pitch for our Citizen Membership. If you like this guide and want to take it with you for easy reading or reference then sign-up for a Citizen account and download the print-ready PDF to take with you on your iPad, Kindle or phone! Citizen also gives you access to download the source files for all our tutorials and it includes exclusive tutorials you can only view with a Citizen pass.

You are awesome

This tutorial, or editorial of sorts, is meant to try and shed some light on a few things you can do to help make your production more successful; regardless of your project is or who is involved.

Efficiently structuring a production, and the project workflow is absolutely key to succeeding with larger projects. If your project is not a solo project, and instead you’re working with a team then this is even more crucial!

An effective project workflow, or production workflow, not only helps you get the job done faster but it helps you produce better work. You will enjoy the process more and it leaves you with a project that is easier to navigate several years down the road; even if the person looking at the project was not on the original team.

Every project is different and the workflow must be adapted to fit that particular project as best as can be. However, there are a few things that are universal to all projects. In the below text you will find a few of my thoughts on these things, along with some of the techniques I have found to make a successful project workflow during our productions here at the CG Cookie Studio.

I have attempted to break the key parts of a production or project workflow into five components. These are Project Roles, Team Communication, File Structure and Naming Conventions, Asset Management, and Finishing the Project! Let’s take a look at each one of these in turn.

 

#1 – Project Roles

Being part of the Blender Community, I believe many of us have this idealized picture of a large group of people all coming together and communally working to produce something awesome without a centralized direction or project lead. This is a great mental image but in reality, particularly when it comes to your beloved project that has been stewing in your mind for years it just doesn’t work.

 

Team roles for project workflow

One of the first things you should do before you produce a single project asset is define team member roles. Determine who is doing what, which roles need to be filled and figure out how you can best make use of the skills your team brings to the table.

Below are some example roles which you should be looking to fill. Granted, depending on the size or type of project you may also include User Interface Designers, Concept Artists, Marketing, and others. The exact roles for your team may vary, the important thing is that you define them.

Example Primary Roles:

  1. Project Lead - the person responsible for making project-wide choices and keeping the team on task and motivated.
  2. Art Director – the person that takes charge of the look and feel of the project. On smaller teams this person may also help direct marketing.
  3. Production Artist(s) and respective Leads - these people are charged to ensure all project assets are completed to spec. Depending on the spec of your project, this may be broken into several areas such as: Character Artist Lead and Environment Artist Lead. 
    1. Environment Artist: Responsible for all hard surface modeling and environment layout. This includes object modeling and lighting in most cases.
    2. Character Artist: As you can imagine all things characters. Clothing, accessories and textures.
  4. Animation Lead – the person that keep tabs on all animation to ensure quality and consistency
  5. Tech artists / Engineers - these people are responsible for making sure everything actually works. This can boil down to shader development, optimization, custom tool creation and staring at lines and lines of codes for months on end.

When you have these roles defined, stick to them! Within the production environment, it is crucial each member fills their role to the best of their ability; this includes everything from the producer keeping the project going to the asset artists pumping out quality work. Doing this helps everyone stay on track and keep moving towards project completion.

Aside from making the best use of available skills, this also helps to avoid work overlap and too much head-butting. It is very common for new directors/producers to try and always be nice and let everyone do what they want, but this nearly always results in one things: you getting walked all over and the team getting nothing done. Let’s face it, this is your project and it should be done the way you want it to be.

 

#2 – Team Communication

I cannot stress just how important team communication is…personally I believe it is more important than your entire team, hardware, location, and everything else combined. The only reason this isn’t the #1 key is because the roles can determine aspects of the communication. Without good team communication your project will start to fall apart even before you begin. Good team communication should be a lot like your neighbors annoying, clanging, noisy machine that is always spouting steam! It’s always there, constantly makes a racket and refuses to be turned off.

 

Communication for project workflow is crucial

The first step to good team communication is to put together a group of people that actually like to communicate. If each member of your team is off gallivanting with no regard for the rest of the group your project is doomed to fail. Every person on the team should actively contribute to team discussions and updates while also following the project lead. It is their job to help guide the project through completion and it is everyone else’s job to fulfill their role.

There are many different ways teams choose to communicate, if you’re looking for some new options then here’s a brief list to ease the process:

  1. Skype - this works great for active discussions, particularly if the group chats are used to keep all members up to date
  2. Wunderkit - the newest member of the 6WunderKinder family, this software is a great team to-do list and management application
  3. BaseCamp - this tool is renowned for great team management while offering a wealth of tools
  4. email - while boring, email is tried and true but it takes a very good team to not lose track of messages and to make sure everyone is on the email list. Use mailing lists to help solve this problem.

In the end, the most important thing is to simply keep the communication going!

 

#3 – File Structure and Naming Convention

If there’s a single thing I would consider a pet peeve of mine in the production process, it is bad or inconsistent file structures and naming conventions. When I’m knee-deep in a project, the last thing I want to do is spend hours searching for the files Sneaky Tom sent me because I don’t know what they’re called or where they’re at. Hours may be an exaggeration, okay fine it’s a huge exaggeration, but you get the point. If each team member follows a consistent naming convention and file structure it will be much easier for each member to pick up where others left off or make use of files from other people on the team.

You can use most any structure and naming convention as you like, just so long as it’s consistent and everyone sticks to it!

An example project directory structure:

  • Project Root
    • assets
      • models
      • textures
    • output
      • final_renders
      • sequence
      • sequence_comp
    • scenes
      • 01
      • 02

This is merely an example and could be broken down further for specific projects. For example, you might further separate assets into characters and environments.

 

#4 – Asset Management

Right up there in importance with file structure and naming convention, is asset management. While working in a team environment it is crucial that every member know exactly where each and every file exists that is pertinent to them.

There are many different ways you can manage your assets, but I highly recommend using something like Dropbox with shared folders to keep everyone in sync and on the same page. The requirements of your project may bring to light other challenges for asset management, but Dropbox or some of the other software is a good place to start.

  1. Dropbox -  an automatic file syncing tool that allows for shared folders between team members; also includes file change history in case of emergencies.
  2. SugarSync – another automatic file syncing utility with much the same feature set as Dropbox but with wider range of customizations.
  3. SVN – a version control utility that lets team members check in and out from a central source. It is great for coding projects but not so good for animation projects due to file sizes.

 

#5 – Finish the Project

This sounds like a silly thing to bring up in a workflow guide, but this is probably one of the hardest things to do. We’ve all seen and been around the start-up projects where everyone is excited, anxious and pumped to get started. Only to find out months and sometimes just weeks later that the project is on hold… Somebody is upset at somebody else, this other person won’t answer e-mails, and the motivation to work on this awesome project instead of going streaking on Saturday night isn’t winning.

If you follow the above project guidelines you will be making the first steps towards a successful project. By making communication a priority, defining team roles and managing your assets well you can not only give the project a successful start but be well on your way to finishing the project and going on vacation!

 

Vacation makes for good project workflow

All vector artwork done by the excellent Yuanden

 

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Discussion

31 Responses to “Five Keys to a Happy Project Workflow”
  1. Posts: 21

    I work as a CAD admin in a company that does civil project work. This is not only true about CG production, this rings true in every aspect where people come together to do project work. Communication is the key to making it all work, without it it settles into chaos and ineffective work. Very interesting article.

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    1
    Mar 7, 2012 at 2:13 am
  2. Posts: 32

    I agree with Forestdino, good article which works across many fields. My background is in Indie film and all of the above is crucial for a project to turn out well.

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    2
    Mar 7, 2012 at 3:33 am
  3. Posts: 9

    Good to know all of these things when i am at point of begin my film project. For all of graphical staff i am alone but there are many people for sound (music, voices etc,) I have to organize my work very well before starting. Thanks Jonathan

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    3
    Mar 7, 2012 at 3:39 am
  4. Posts: 7

    Good article!
    Using hangouts in Google+ offers some advantages over using Skype.
    One is much better resolution, and the other is that more participants are allowed.

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    4
    Mar 7, 2012 at 5:31 am
  5. Posts: 27

    Very good and well explained. I’m also working on some projects and everything the guide mentioned applies to our workflow.
    One more tip from me: Divide up the available time and set up a schedule that is accessible to all participants.

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    5
    Mar 7, 2012 at 5:53 am
  6. Posts: 26

    I go streaking every Saturday night and still manage to finish all my projects.
    Interesting article Jonathan.

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    6
    Mar 7, 2012 at 7:33 am
    • Posts: 1

      Does “streaking” mean what it did in the late 60s – early 70s? If so, where do you live. If not, enlighten me.

      #
      6.1
      Mar 14, 2012 at 3:48 pm
  7. Antonio Vazquez
    Posts: 17

    The article is very interesting, and I think I can add something to it. There is a program (free for 2 users) called Ontime (www.axosoft.com) that is very good to track the tasks and the status. I use this software for programming tasks, but it’s usefull for Blender or CG too.

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    7
    Mar 7, 2012 at 7:59 am
  8. Posts: 47

    I never go streaking, I’m a conservative.

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    8
    Mar 7, 2012 at 8:13 am
  9. Posts: 85

    I 100% agree. Organization is key, no matter what you’re wanting to accomplish. Being a retired truck driver, I know all to well about the importance of organization, from tools on the truck to all of the paperwork involved. Having your poop in a group also applies here. Great article, Jonathon, very intuitive.

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    9
    Mar 7, 2012 at 8:31 am
  10. Posts: 4

    Nice article, it can be applied to many other things. Oh,and the drawings are awesome

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    10
    Mar 7, 2012 at 11:36 am
  11. Posts: 300

    Awesome lesson here on Profession
    work flow, thank you Sir =)

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    11
    Mar 7, 2012 at 12:40 pm
  12. meikel
    Posts: 12

    Dear Jonathan,

    you clearly pointed out the most important basics for getting a project up and running. In the past I worked on some CG projects and recently I started off a project of my own. As the project leader it is very important to assign the members to specific tasks and to keep the communication alive. Thus, I totally agree with you.
    Just a small addition: We use a blog-system to document certain project milestones and we have a closed forum on the project’s blogsite for internal communication and project development. The forum is devided into different topics like story development, 3D tasks, concept art, storyboards, etc.
    So, the blog/forum is a nice tool to coordinate and communicate certain project tasks. We use hg
    mercurial for versioning of all 3D data and celtx for the story department.
    You guys might have a look at the project site (www.astrokiste.de). If there are any questions just drop us an email.

    Thanks for the nice article!
    Best regards,
    meikel…

    #
    12
    Mar 7, 2012 at 5:43 pm
    • Posts: 2952

      Ah yes, forums and such can also be a very good tool. Basecamp replaces the need for a forum but forums are free and more open; so depending your project can be very good.

      #
      12.1
      Mar 8, 2012 at 9:20 am
  13. Posts: 2

    Great article, thank for share jonathan. Communication is important thing

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    13
    Mar 7, 2012 at 7:23 pm
  14. Posts: 263

    I’ll go streaking if everyone else is doing it.

    Thanks for the tips Jonathan!

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    14
    Mar 7, 2012 at 9:21 pm
  15. Posts: 5

    But what if the guy you work with is not putting up the effort or your boss who takes all the credit but boss you around like a mule.

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    15
    Mar 7, 2012 at 10:20 pm
    • Posts: 2952

      Then you likely need to bring up the issue with that person to try and resolve it. If the issue is unable to be resolved then maybe it’s time to find a new project.

      #
      15.1
      Mar 8, 2012 at 9:21 am
  16. Posts: 11

    Very insightful! I hope more people and artists get to check this one too. :)

    Thanks for sharing.

    -Reyn

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    16
    Mar 8, 2012 at 1:33 am
  17. Posts: 43

    Thank You Jonathan,

    Exactally the sort of thing that I have come to expect from CG Cookie. Very well done. Thanks also, for the PDF, will definitly keep it handy to refer to when setting up a project.

    -OldMan44

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    17
    Mar 8, 2012 at 8:56 am
  18. Posts: 26

    Jonathan,

    Good article but you forgot two important things for any project to succeed. One, is to have a strong leader who can direct the project, and two, is to have a clear vision for the project.

    Without strong leadership and a clear vision a project is doomed from the beginning.

    Also, the most important thing above everything else is to have fun and enjoy what you’re doing.

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    18
    Mar 8, 2012 at 8:10 pm
  19. Posts: 27

    if that is a bender shader on a model I would totally love to know how to do that, that’s similar to what I want for my comic. if not excellent picture and art. Sorry I’m not at my main computer.

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    19
    Mar 10, 2012 at 9:49 am
  20. Posts: 5

    Hello Jonathan,

    Projects that involves many people can only be created successfully, if there is a good project development structure in place.
    In fact this type of workflow should be the default setting even if the company exists of only 2 people. This way it will be very easy to scale up in case it is needed.

    But what i miss in this, is the client involvement and the complete scenario from start to finish. Let me explain what i mean by this:

    A project has many phases to go trough and each phase can have different type of people involved in it.
    There are both External (mostly a project manager from the client) and Internal people involved in a project.

    A project can have up to 4 phases or more, but this is only our way of managing a project and there are ofcourse more ways to get the job done.

    Phase 1 will be the strategy and information gattering of the project.
    1.1 Determing the Strategy – both External and Internal people.
    1.2 Information gattering step – Internal people.

    Phase 2 will be the design phase.
    2.1 Brainstorming/Specification – Internal people.
    2.2 Concept development/Content plan – Internal people.
    2.3 Focus group – Both External and Internal people.
    2.4 Design developement – Internal people.

    Phase 3 will be the development phase.
    3.1 Shell development – Both External and Internal people.
    3.2 Transition implementation – Internal people.
    3.3 Optimization/Experience testing – Internal people.
    3.4 Alpha testing – Internal people.

    Phase 4 will be the delivery phase.
    4.1 Beta testing – Both External and Internal people.
    4.2 Delivery – Both External and Internal people.

    Throughout the project, you must define the stakeholders to declare on paper who is doing what.
    Also very important is to point out the people that can make a final decision in case a question turns out into a deadlock and can lead into delaying the project.

    So not only is the internal workflow of a project very important, but also the complete workflow from start to finish i think.
    I hope that this will be of any help about how to handle a project from start to finish.

    Regards,

    Paul

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    20
    Mar 12, 2012 at 4:33 am
  21. Posts: 2

    Some good basic, but crucial info Jonathan. Thanks for writing this up!

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    21
    Mar 14, 2012 at 12:38 am
  22. Posts: 3

    Great read. Lots of simple, valuable advice. Downloading PDF now for future use.

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    22
    Mar 14, 2012 at 12:44 pm
  23. Posts: 4

    So helpful. I’m new to Blender Cookie and just getting to my legs in Blender, and I think this is going to be fun.

    “Must… Watch… More… Tutorials..!”

    facebook.com/bowman.matthew

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    23
    Mar 30, 2012 at 4:34 pm
  24. Posts: 4

    jonathan, or other cookie people,

    anyone know of video conferencing software that gives an environment for watching videos together from local drives and having controls?

    flying off on a tangent,

    I just got super worked up and made poor choices in professionalism by something that live video conferencing / previewing could have prevented – and clients following the ‘say at least one good thing’ rule….

    I need to get up earlier before conference calls, too. You know, at least put a talking voice on.

    …since we’re talking about collaboration, and all.

    fb: http://tiny.cc/fb-blendcook

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    24
    Mar 30, 2012 at 4:43 pm
  25. Jeremy Leal
    Posts: 17

    Jonathan do you teach at a university?

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    25
    May 2, 2012 at 9:30 am
    • Posts: 2952

      Hi Jeremy,

      I have taught workshops at various places around the world but I don’t teach at a University day to day. My day to day job is CG Cookie :)

      #
      25.1
      May 2, 2012 at 9:33 am
      • Jeremy Leal
        Posts: 17

        I feel like I’m taking a collage level course when I read and watch the lessons. It’s really awesome of you to share what you know in a way that reaches so many!

        Thx again I’m learning a ton!

        #
        25.1.1
        May 2, 2012 at 2:48 pm

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