The Challenge:
A major studio was struggling with coordination across five teams working on character creation. Concept art, modeling, texturing, rigging, and animation were moving sequentially, creating constant bottlenecks. Each discipline waited for handoffs before starting work, causing delays that pushed release timelines and reduced iteration opportunities.
RAFT Implementation Approach:
The studio applied RAFT at the Teams of Teams level, giving all five disciplines visibility into each other’s progress on shared character assets. Instead of waiting for complete handoffs, teams could see when work reached a “ready to link” state and begin their contributions in parallel.
Results & Outcomes:
- 40% reduction in cycle time for character asset completion
- Earlier testing and iteration, leading to higher-quality characters
- Reduced coordination overhead as teams could see progress without constant status meetings
- Characters moved from concept to playable in weeks instead of months
Implementation Timeline: 2-3 months