We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

How to organize the Verge project workflow for 2-3 people

Home Forums General Questions How to organize the Verge project workflow for 2-3 people

Viewing 3 posts - 1 through 3 (of 3 total)
  • Author
    Posts
  • #63962
    Mariusz
    Customer

    Hi guys! I’m opening this discussion so we can exchange our thoughts on project workflows for Verge projects for teams that include a few persons. I hope we can exchange some valuable ideas here! ;-)

    I’m about to grow my “interactive projects” team and I image that on one project (for ex. the configurator) there can be 2 persons involved:

    1. the first one responsible for creating assets and setting up the scene (the main 3D file)
    2. the second one responsible for building up the application: puzzles, interface design, etc.

    I’m looking for some tips and tricks to make their work and process easier and I would love to hear your experience about it! Discussion open! ;-)

    • This topic was modified 1 year, 5 months ago by Mariusz.
    #63965
    xeon
    Customer

    When building teams for commercial V3D projects there are similarities you can draw upon from typical website teams.

    For a team of two, rolls will get messy. You will need one person to to be the the producer. They will control the timing, insure that insure assets are properly aligned for hand offs etc. Someone needs to be in charge of the creative vision.

    Your team of two may be split between 3D artist | V3D dev And a V3D| dev programmer. This is usually the typical split but is also the slowest and least efficient.

    Two people with 3D | V3D | dev (html,css,JavaScript ) will work for more efficiently and bearable to work in parallel, cutting production time in half. The problem is finding those people good at all three.

    If you have large 3D assets with multiple 3D artist then a traditional creative / dev split works well. Just depends on the spied of your artist vs sped of your dev.

    I personally avoid teams of two unless your personnel skill set or project requires it. It’s just near impossible to have all high level skills to produce a commercial V3D project or any website with two people .., act managers, producers, 3D artists, 2d artists, copywriters, UX/UI designers, V3D devs, html/css/JS devs, threejs dev, quality control/tester, database admins, system admins… the list goes on. Finding two people to cover all those rolls is a big ask.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #64013
    Mariusz
    Customer

    Hi Xeon, thanks for your thoughts! You’re completely right, big projects require much more skill than two persons can actually handle. So far, we’ve been working on such projects with my partner in a team of 2 and (like it always is in starting a new company) we took all of these roles. Which is very exhausting and definitely not efficient. ;)

    But with the experience we gained, we now plan to expand the team and organize the work for new people. Our projects are quite big and complex so I guess we’ll start with one person responsible for creating 3D assets and optimizing the shaders/geometry, and the second one responsible for puzzles and HTML/CSS, etc. And one of us would be responsible for managing the project, collecting feedback from a client, deadlines, etc. And hopefully, in the future, the team will grow with more specialized talents.

Viewing 3 posts - 1 through 3 (of 3 total)
  • You must be logged in to reply to this topic.