How I organize a production, one project at a time
[EJEMPLO — a corregir] A collection of the tools, documents and workflows I've built and maintained across four university and extracurricular productions — from a fully custom ShotGrid pipeline to the weekly meeting notes that kept a remote team aligned, always as a Production Assistant at heart.
Production Manager & Pipeline · Final Degree Project

A live view of where the production stands
[EJEMPLO — a corregir] A custom dashboard built early in production, still evolving as the project grows. The two counters mark the deadlines for the upcoming work-in-progress pitches at university — the two dates the whole team is working towards at any given time.
Assets, sequences, shots and steps, all connected
[EJEMPLO — a corregir] Sequences are linked to the assets that appear in them, tagged by difficulty so the team can anticipate which sections will need more time. The nine characters of the short are tracked through a custom task template, and every pipeline step — from asset approval through modeling, UVs, rigging, texturing, lookdev and grooming for assets, or layout, animation, set dressing, FX, lighting and comp for shots — has its own description, so new collaborators always know exactly what a step involves.
A webhook I built to keep the team in the loop
[EJEMPLO — a corregir] Rather than relying on everyone checking ShotGrid, I set up a webhook that translates task status changes into readable Discord messages — with a direct link back to the asset. It's a small piece of custom tooling that brings the pipeline to where the team is already talking.

Built from scratch, in place of Slack
[EJEMPLO — a corregir] I set up and structured the whole server myself, with dedicated categories for collaborators and supervisors and a welcome channel for anyone joining the project — one place for the mentor, the supervisors and the team to talk without friction.

Knowing who's in the studio, and when
[EJEMPLO — a corregir] Every team member logs which days they'll be working from the La Salle studio, alongside key dates like weekly supervisor meetings — so availability is never a guessing game.

When the tool doesn't fit, adapt it
[EJEMPLO — a corregir] ShotGrid's native master plan feature didn't quite work for how the team needed to plan, so I moved it into a spreadsheet built on my usual template — adapted to mirror the same pipeline steps used in ShotGrid, so both documents still speak the same language.
Production Assistant · Extracurricular Project

Bringing structure to an unstructured project
[EJEMPLO — a corregir] Flight was an extracurricular project — no formal pipeline, no assigned production tool, just a script team, a concept team and around twenty storyboard artists across different years. This schedule, organized by department (script, storyboard, music, concept art), was the document that gave preproduction its shape.

From raw notes to something the whole team can use
[EJEMPLO — a corregir] Feedback organized by asset and by discipline, with a simple built-in quality check: who took the note in the meeting, and whether it's already been cleaned up and reviewed before going out to the team.
Production & Pipeline · Second Year Short Film

Keeping the story on track
[EJEMPLO — a corregir] With a team of around ten to twelve on a half-semester timeline, my focus was making sure the story read clearly before anything else moved forward — reviewing storyboard passes with the team and the mentor, and distributing tasks so nobody was left without direction.

The project that introduced me to this pipeline
[EJEMPLO — a corregir] Overdrive was the first project where I worked with a USD / Solaris / Houdini pipeline, coming from a more classic Maya + playblast workflow on the previous project. Adapting to it — and helping the team adapt with it — was one of the main challenges here.

Lightweight tracking for a short timeline
[EJEMPLO — a corregir] A simple spreadsheet tracking each asset's status by department and by person — the lighter counterpart to Giants' full ShotGrid setup, and a good example of scaling the tool to the size of the project.

From storyboard to final render
[EJEMPLO — a corregir] One of the final shots delivered by the team — the payoff of the naming conventions, asset tracking and story reviews that ran through the whole project.
Challenges
[EJEMPLO — a corregir] Bringing structure to a project with no formal pipeline (Flight), using nothing but scheduling and disciplined note-taking.
[EJEMPLO — a corregir] Adapting from a classic Maya pipeline to USD / Solaris / Houdini mid-career, and helping a team adopt it with me (Overdrive).
[EJEMPLO — a corregir] Building a full production pipeline in ShotGrid from zero, training every collaborator on naming conventions and workflow (Giants).
[EJEMPLO — a corregir] Working across every department's supervisor meetings at once, and turning that into clean, actionable notes every week.





