Implementing a Digital Asset Management System: For Animation, Computer Games, and Web Development

In this chapter we ll look at all the problems that can arise during production, and you ll see how Digital Asset Management can help you avoid these obstacles in future productions.
Most of us know this story all too well. With fresh energy, the team starts a new project. Everyone is eager to push things forward, and every day more and more content is produced. The creative folks write conceptual documents, draw mind maps, and spin out idea after idea. Graphical artists scribble on any surface available. Project managers hold numerous meetings and produce piles of memos, protocols, and memorandums. Countless e-mails are written and received.
But sooner or later, the project manager gets this odd feeling. Is everything really under control? Does he have an accurate assessment of the project s progress? Maybe the creative people are starting to experience trouble. Some files have been overwritten by other versions, a few latest versions couldn t be found, and more than a bit of double work was done because someone used an old version of another person s file. The more files created, the more often these problems occur.
If the team is small or the project manager does a great job of reining things in, even if the project becomes more and more chaotic, it will be finished just a bit late and just a bit over budget. But more often than not, things don t work out so well.