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

In the last chapter you determined which areas of your production could improve with the introduction of Digital Asset Management. In this chapter, we ll compile a comprehensive list of all the features you need to make it happen!
The features you truly need depend highly on your business and on the way you work. From a business objective standpoint, there are four basic methods of working with assets:
Archiving and retrieval
Collaboration
Publication
E-commerce.
| Workflow | Number of people typically involved in creation | Number of people typically accessing an asset at the same time | Examples | |
|---|---|---|---|---|
| Archiving and retrieval | Linear | 1 3 | 1 | Photographers, illustrators |
| Collaboration | Parallel | 5 50 | 2 20 | Game development, 3D design, animation |
| Publication | Sequential | 10 100 | 10 100,000 | Websites, papers, magazines |
| E-commerce | Linear | 1 20 | 100 100,000 | Web stores (shops, picture catalogs) |
In a photographer s or illustrator s studio, the workflow is linear: the asset is created and then fed into a library or an archive. The image might need a bit of color correction after that, or maybe the drawing ought to be cropped to remove the coffee stains it got during the last meeting, but typically there is not much additional work, and what there is usually can be done in one quick step. One important thing to do, though, is...