I'm interested in hearing your view on how this type of tool could be useful to you; as neither of us currently have much experience in Games, your views would be a real ice-breaker. In film, the process is typically this:
1. Artist works on content
2. Artist publishes content
3. Another artist picks up published content
Some studios work this way, while others are much more casual/freeform in their workflows.
The smaller a developer gets, the more free-form their interactions will be :/
I've only heard of one studio that used a software solution like you mention -- artists would complete tasks and click a button on the intranet to indicate a task was complete. This would notify their lead, who would review the work and either enter feedback into the form, or click a button to pass it on to the art directior, who would do the same thing. Only after passing through all these gates would the task actually be complete.
As for the diagram - I've seen this implemented for code before (as it's very easy to test) but not for art yet. The solution that I worked with was a series of plugins/extensions/scripts for the Git version control system.
At another job, we had something similar, but the 'test' part came on the right hand side of the central asset store -- after bad data had been pushed into the central repository, an automated system would send out an email complaining about the broken files.
I think for a new reusable solution to become popular, it would have to act in a similar way -- easily integrating itself with a variety of version control systems. In my experience, the most popular ones in games are Perforce, Subversion and Git.
Alternatively, instead of integrating into the asset management systems, it would instead have to integrate into every tool that is used by game artists -- 3DSMax, Maya, Softimage, Blender, Photoshop, ZBrush, Mudbox, Substance, Marvellous, Mari, World machine etc, etc... as well as having a well designed public API so that studios can easily develop plugins for their own custom-built tools! Also, the plugins for Max/Maya/Photoshop/etc would themselves have to be highly customizable, because the rules for what constitue valid content vary massively from game-to-game and studio-to-studio.
If such a framework did exist for easily making these kinds of plugins though, I guess that might be a useful tool!
I take it this sort of tool isn't particularly common/useful for those visiting this particular forum. Does anyone know of a more appropriate forum I should be posting on? Thanks in advance.
Most of the people on this forum are in the indie/hobbyist category, and thus don't require such strong/rigid QA guidelines. There aren't that many big forums for game development though... Maybe you could write up a detailed article about these kinds of processes (and the need for new software) and publish it on altdevblogaday, gamasutra, develop or the like?
There's some really experienced coders on this forum, but not that many veteran game artists. Maybe the typical boards like cgsociety.org/etc would be easier to get in touch with experienced game artists?
P.S. just so you know: what film people call "technical directors", games people call "technical artists".
In games, the "technical director" is generally the most senior programmer in the company (e.g. CTO / director of technology).
Edited by Hodgman, 06 August 2014 - 02:45 AM.