RANDOM THOUGHTS #188
Steve Cole explains how new
miniatures are created.
The management system I use
(which works when I don't forget to use it) is to have a combined
list of every new miniature for 2400, 2425, 2450, and 2500 and where
it is in the process. These steps go from design to CGI that was
posted on the BBS to a CGI that was sent to prototype to a prototype
on my desk to masters on my desk to production pieces for sale in our
warehouse. It's not a straight path as many things have to be done
more than once, some things can only be done in batches, and with a
lot of different ships in the process of creation it's hard to keep
track of them all any other way.
These steps are
complicated, and most of them are not under my control. As manager,
all I can do is to keep track of who is doing what and remind them to
move along with the project. Things happen, people get busy, and
things that take a day or two for somebody to finish might wait a week
or two before that somebody has time to work on them. You'd think
that perfectly competent grownups would move along without guidance,
but they have questions, issues, problems, and interruptions. The
reality is that if you don't remind them every week, sometimes
something gets stalled for weeks. (This is why Jean reminds ME every
week to go through the minis list and see who needs a push, or help,
or questions answered, or whatever.)
Tuesdays are
minis days (unless I am really busy when I might skip one Tuesday in a
given month, but even that is dangerous) and I go over each miniature
and have a chat with whoever is doing the next step. Tuesday is not
the only day I do things related to minis; but it IS the day that
nothing I can do is left not done. I might not do quality control on a
new shipment the day it arrives, but I do not leave the building
Tuesday without doing it. I might not post a new CGI the day Sandrine
emails it to me, but I don't leave the building Tuesday until it is
posted. Now, the reality is that some things I could do are not done.
I COULD send preliminary data and drawings on 40 or 50 ships to the
sculptors, but the reality is that they can't work on more than two
or three at a time and so there's no point in my stacking up stuff
in their in-boxes.
The steps are complex. First, we pick a
ship we want to do. This might be a 2500 being rescaled for 2400s
(e.g., the Klingon D7K), an existing 2400 being done over for 2500s
(e.g, the Orion CA), an entirely new ship done for both 2400 and 2500
(e.g., Klingon HF5 heavy war destroyer), or a ship being done for the
multi-scale 2425s (e.g., the jumbo freighter).
Once picked,
I send drawings and (a 2400 sample if there is one) to the sculptor
(usually Sandrine at Mongoose, sometimes Will at Seattle). Sometimes I
wait weeks for the CGI sculptor to do their thing, which is where that
"gently remind them to move forward" thing comes into
play.
The sculptor works up a
CGI and emails it to me. I check it (and perhaps direct changes), then
Steve Petrick checks it (and perhaps directs changes), then it goes on
the BBS and Facebook for a week or two of public comment. I then
collect the public comments on the next Tuesday and send them to the
sculptor, who fixes any issues. Sometimes that leads to another round
of checks and posting, while other times I can approve the CGI to go
to prototype. A given ship might go through one round of public
comment or as many as five or six.
Mongoose sends CGI-ships to be made into plastic
prototypes in batches, so sometimes a CGI-ship that is ready has to
wait weeks for some friends to go along on the trip.
Then the
prototypes land on Matthew's desk. If he approves them, they go to
ADB and if we approve them (Jean photographs them and puts them up on our page on Facebook), they go to
Bruce at the casting house. You would think if the CGI were good the
prototype would be, but this is not the case. All too often, phasers
on the CGI are missing on the prototype. If that happens, we might do
the prototype over or we might have a sculptor add the phasers to the
masters. Bruce might stop a prototype because he thinks it won't
cast well. Just because a prototype is made doesn't mean we don't
have to go back and do it over.
Then a number of prototypes are put into a master mold. Here
is another chance for delay. If there are not enough prototypes to
fill a master mold, then perfectly good prototypes will sit waiting
for some friends to join them. There is no way to work "batches"
through the system because one ship might have six rounds of public
comment while another has one. Ships move forward when they move
forward, not when it's their turn. A fast-moving ship might get
produced before a problematic ship goes to prototype.
The master mold is then spun a dozen times to produce
metal masters, one or two of which is sent to ADB. At this point,
anything could happen. We might approve it (and let Jean photograph
it). We might have the masters worked over by a master modeler such as
Tony Thomas, who might fix a full set or might just create one
"correct" one which goes back into a master mold. We might
tell Mongoose to do the prototype over again. We might decide not to
do the ship at all. Or something else might happen.
If the masters are approved, then a set of
them (usually eight) goes into a production mold. (In some cases, it
takes two or three production molds to make one ship, since it
doesn't work to cast pieces of very different sizes in the same mold.)
Assuming that all of this works, the production mold arrives at the
casting house and a few spins are made, and a few samples are sent to
ADB. Assuming we approve those, we give one or two of them to an
artist to paint for the shopping cart, let Jean take some photos, and
order a production batch from Bruce. Once the production batch
arrives, it is run through the Quality Control Committee and those
that pass are put into inventory. Jean then photographs them and
announces them as ready for sale.
Sometimes, even at this last
step, we may come to the conclusion that the ship won't work. The
problem is that at every step the model changes a little. The master
is just a tiny bit smaller and thinner than the prototype, and the
production ships are tiny bit smaller than that. (The CGI is designed
to allow for this, but it's hard to guess just how much is enough.)
What was a perfectly strong Kzinti wing on a CGI may be so thin in the
production model that you cannot put it in a box without bending it or
breaking it. When that happens, we might to back to the masters and
have Tony Thomas thicken the thin parts or add missing parts we
didn't notice were missing. Then we do a new production mold.
Sometimes, we have no choice but to go all the way back to the CGI and
thicken the parts most likely to bend, then do a new prototype, which
goes into the next available master mold, and so on.
As you can see, it's a
multi-step process, and every step may have to be done over several
times (or might work the first time). Just keeping track of everything
and what stage it is in is a management chore. Sooner or later, a
production batch of a new ship arrives at the warehouse and is
officially released. It is impossible to predict when a given ship
will appear because it is impossible to predict what will happen at
each step. The point of managing the system is to keep enough things
moving forward that a steady flow of new items is
released.
<< Home