# Roles and Hiring Plan Roles needed to run the [[Pipeline Map]], grouped by how Augmented Traveler should fill them. Skills for each role are in [[Technical Skills Matrix]]. FTE figures are for **season one** (studio setup plus the Maria Mitchell production) and follow [[Specification — Full-Body Historical Virtual Human]] §6.1 and [[Nantucket Common Pipeline]] §7. **Current team:** two founders in different cities: the **CEO** covers the executive-producer role and the **CTO** covers the technical-director role below. Each position now has its own note in `roles/positions/`, with roll-out, skills, requirements and remote rates; costs are in [[Year One Budget — Personnel]]. ## 1. Core hires (employees or long-term contracts) The first five hires carry the engine that every later character reuses. | # | Role | FTE (season 1) | Owns | Pipeline stages | |---|---|---|---|---| | 1 | **Executive producer** | 1.0 | Schedule, budget, partners, cutoff and label policy | 0, 8, 9 | | 2 | **Technical director / pipeline TD** | 1.0 | Engine version lock, repo, build farm, per-platform packaging, tool choices | 2–7 | | 3 | **Character artist (MetaHuman / Maya)** | 1.0 | Likeness, Mesh to MetaHuman, skin, props, Cine and Optimized assemblies | 2 | | 4 | **Unreal engineer (gameplay/systems)** | 1.0 | Event state machine, program clock, kiosk app, Pixel Streaming 2, Sequencer integration | 6, 7 | | 5 | **AI / conversation engineer** | 0.75–1.0 | Retrieval, policy layer, LLM integration, speech in/out, logging, evaluation harness | 5, 9 | | 6 | **Conversation designer / narrative writer** | 0.5 | Question bank, refusals, monologue scripts, Chautauqua beats | 1, 5, 6 | | 7 | **Technical animator / rigger** | 0.5–1.0 | MetaHuman Animator solves, Control Rig, gesture library, idles, Maya cleanup | 4 | ## 2. Specialists to contract per production | Role | Typical engagement | Notes | |---|---|---| | **Historian of record** (one per figure) | 0.2–0.4 FTE for the production, then quarterly log review | Veto on all text. Paid, named on credits. | | **Corpus editor / archivist** | 6–12 weeks | Transcription, shelf marks, corpus A/B/C separation. | | **Groom artist** | 3–6 weeks | Period hair and beards; strand for kiosk, cards for headsets. Often where cheap builds fail. | | **Costume designer + cloth artist** | 4–8 weeks | Period research with NHA textiles; Marvelous Designer / CLO to MetaHuman Outfits. | | **Environment artist** | 6–10 weeks per room | Vestal House, ship's cabin, Atheneum hall. Reused as "place kits." | | **XR engineer** | 0.5 FTE during packaging | Quest/Vive/Android XR/OpenXR, performance, comfort, MDM kiosk setup. Can be hire #8 in season two. | | **Mobile AR engineer** | 0.25–0.5 FTE | ARKit/RealityKit and ARCore, or Unity AR Foundation; USDZ/glTF postcards; geospatial or image anchors. | | **visionOS developer** | Project-based | Only if Vision Pro mixed reality is in scope (Swift/RealityKit or Unity PolySpatial). | | **Mocap technician / studio** | 2–5 capture days | Suit or optical stage; solve and retarget. | | **Voice director + dialect coach** | 1–2 weeks | Casting, voice bible sessions. | | **Actors** (body, face, voice) | Capture weeks + pickups | Contract covers every surface and future retraining. | | **Sound designer** | 2–4 weeks | Room tone, spatial audio, caption timing. | | **Kiosk / AV integrator** | Per venue | Display, PC, mic array, camera, enclosure, network, remote access. | | **UX and accessibility designer** | 2–4 weeks | Captions, kiosk height, seated VR, contrast, children's cut. | | **QA tester** | 0.25 FTE near launch | Device matrix, red-team prompts, regression after corpus changes. | | **DevOps / cloud engineer** | Part-time | Inference hosting, Pixel Streaming instances, logging, school allowlists. | ## 3. From partners or advisors | Role | Source | |---|---| | Institution producer (room, insurance, docents) | MMA, NHA, Atheneum, MAAH staff | | Rights counsel | One firm on retainer for the season | | Second historian (blind review) | NHA Research Fellows or university partner | | Community and descendant reviewers | As each figure requires | | Log editor | Can combine conversation designer + historian after opening | | Marketing and press | Studio producer with partner communications teams | ## 4. Hiring order | When | Hire or contract | |---|---| | Month 0 | Executive producer, technical director | | Month 1 | Historian of record (contract), corpus editor, AI/conversation engineer, conversation designer | | Month 2 | Character artist, technical animator, costume and groom contractors | | Month 3 | Unreal engineer, environment artist | | Months 4–5 | Voice director, actors, mocap days, sound designer | | Months 6–7 | XR engineer, mobile AR engineer, kiosk integrator, QA, accessibility | | Month 9 | Log editor duty begins at soft open | ## 5. Roles the Specification did not list - **Technical director / pipeline TD**: needed now that the pipeline spans Maya, MetaHuman, Unreal, possibly Unity, and six device families. - **Groom artist** and **environment artist** as separate seats. - **DevOps / cloud engineer** for inference, streaming and logs. - **visionOS developer**, if Vision Pro mixed reality is pursued. - **Device fleet / venue operations**: someone owns headset charging, MDM enrollment and kiosk reboots each open day. Next: [[Technical Skills Matrix]]