# 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]]