Technical Skills Matrix
Specific skills for each role in Roles and Hiring Plan. Use these lists for job descriptions and interview checklists. Training and tutorials come next, in each folder's Tutorials note.
Character art
Stage 2 in depth (sculpt, Mesh to MetaHuman, Creator, MetaHuman for Maya, grooms, cloth): Stage 2 — Likeness and Body Skills
Character artist (MetaHuman / Maya)
- MetaHuman Creator in UE 5.8: parametric body, face blending, skin, teeth, eyes, custom lighting preview
- Mesh to MetaHuman from sculpts or scans (head and body, arbitrary topology)
- Sculpting in ZBrush or Maya; retopology; UV layout
- Likeness from photographs and portraits; photogrammetry cleanup (RealityScan or similar)
- Skin look-dev: unbaked textures and material control in MetaHuman 5.8
- LOD authoring: Cine vs Optimized assemblies, texture budgets for Quest and phones
- Maya ↔ Unreal round trip (FBX, USD); MetaHuman for Maya
Groom artist
- UE Groom (Alembic) authoring; XGen or Houdini hair workflows
- Strand hair for kiosks; hair cards for Quest, Vive and phones
- Period hairstyles and facial hair from references
Costume designer / cloth artist
- Period costume research
- Marvelous Designer or CLO patterning; simulation; baking to MetaHuman Outfits so garments refit across bodies
- Fabric materials (wool, linen, silk) at realistic scale
Environment artist
- Architectural reconstruction from HABS drawings and site photos
- Nanite, Lumen / Lumen Lite, MegaLights (production-ready in 5.8) for kiosk; baked lighting for Quest
- Modular kits reused across rooms; draw-call and texture budgets for standalone headsets
Animation and performance
Technical animator / rigger
- MetaHuman Animator: iPhone/TrueDepth, stereo head-mounted camera, webcam/mono video, single-camera body capture (Windows)
- Live Link Face (iOS and Android), RTSP streaming input
- MetaHuman DNA and RigLogic (open source under MIT since 5.8); Control Rig, Direct Mesh Controls, Control Rig Physics
- Retargeting (IK Retargeter), animation blueprints, blend spaces for idles and gestures
- Maya: mocap cleanup, HumanIK, skin weights (ngSkinTools in Maya 2027), FBX/USD export
- Baking and compressing animation for mobile (USDZ/glTF skeletal animation)
Mocap technician
- Inertial suits (e.g. Rokoko, Xsens) or optical stages (Vicon, OptiTrack)
- Calibration, solving, data cleanup; syncing face, body and audio timecode
Engine and platforms
Unreal engineer
- UE 5.8 C++ and Blueprint; Sequencer; state machines for the program clock
- Audio: MetaSounds, submixes, captions and subtitles
- Pixel Streaming 2 and its signalling/front-end infrastructure
- Packaging for Windows; crash reporting; kiosk auto-start and watchdogs
- Source control (Perforce or Git LFS); build automation (Unreal Automation Tool / BuildGraph)
XR engineer
- OpenXR in Unreal; Meta XR plugin; Android XR plugin; Vive OpenXR
- Performance on mobile GPUs: forward shading, fixed foveation, Application SpaceWarp, texture compression (ASTC)
- Comfort design: seated mode, teleport, vignettes
- Fleet: ArborXR or ManageXR enrollment, kiosk/shared mode, remote app updates
visionOS developer (only if in scope)
- Swift, SwiftUI, RealityKit, Reality Composer Pro, USD
- Or Unity 6 + PolySpatial (URP, Shader Graph only); full-immersion Unreal builds
- Xcode on Apple silicon; TestFlight; enterprise distribution
Mobile AR engineer
- ARKit + RealityKit (iOS); ARCore (Android); or Unity AR Foundation for both
- USDZ (Quick Look) and glTF (Scene Viewer) authoring and optimization
- Image targets on plaques; ARCore Geospatial API and VPS coverage checks; GPS fallback
- Offline caching, battery and thermal testing in sunlight
- App Store and Google Play release; App Clips / Instant Apps for low-friction entry
Mind and voice
AI / conversation engineer
- Retrieval-augmented generation: chunking by dated entry, embeddings, hybrid keyword + vector search, citation IDs
- Policy layer: cutoff enforcement, refusal lists, trauma protocol, companionship ban; separate from the persona prompt
- LLM APIs (hosted) and a small on-prem model for offline or school-filtered venues
- Streaming speech: ASR (speech-to-text), streaming TTS, barge-in; end-to-end latency budgets
- Driving faces from audio: MetaHuman audio-driven animation or NVIDIA Audio2Face-3D (open source)
- Evaluation harnesses: golden question sets, regression on every corpus change, red-team suites
- Logging and dashboards (questions, corpus hits, refusals), privacy-safe analytics
Conversation designer / narrative writer
- Writing in period voice from primary sources; monologue structure
- Question-bank design (400–800 items) with citations and refusal flags
- Chautauqua format: in character, questions in character, out of character
- Accessibility writing: plain-language captions, children's cut
Voice director / audio
- Casting and dialect coaching; voice-bible sessions (calm, anger, humor, public address)
- Actor contracts for synthetic voice use; locking a TTS voice so it cannot drift
- Spatial audio, room tone, loudness standards for kiosks and headsets
Research and rights
Historian of record / corpus editor
- Primary-source editing, transcription, citation standards
- Separating own words, contemporaries and period knowledge; writing D-notes (contested facts, silences)
- Blind review of generated answers
Rights counsel
- Collections and reproduction agreements; actor digital-replica clauses; right of publicity by state; trademarks
Operations
Kiosk / AV integrator
- Windows kiosk hardening, auto-login, watchdogs, remote management
- Displays (portrait 55–86 inch, LED, holographic cabinets), microphone arrays with echo cancellation, depth or presence sensors
- Network: offline mode, captive Wi-Fi SSIDs, school allowlists
QA
- Device matrix testing (kiosk, Quest 3/3S, Vive, Vision Pro, iPhone, mid-range Android)
- Red-team prompt runs; caption accuracy; comfort testing
Shared across the team
- Version control and asset naming conventions
- Reading a rights map before using any image or text
- The ground rules: Ground Rules — Historical Virtual Humans