Progress

The episode heat map -- how far every phase has got across every character, location, prop, scene and shot.

Progress is the episode's heat map: a grid with the nine production phases as columns and everything the episode is made of as rows -- the episode itself, then each character, location and prop, then each scene with its shots beneath it. One glance tells you how far every phase has got.

Open it from the View menu on any episode page, or by clicking an episode on the Schedule.

Reading the grid

Each cell is one entity in one phase.

Cell Meaning
Green Everything that phase asks of that row is done.
Gold Something is still open.
(empty) That phase asks nothing of that row -- there is no cell, only the grey background.

A cell is green only when everything is done -- one open item out of ten keeps it white. There is no partial shading, so a column cannot look nearly finished on the strength of lots of half-done rows.

Each column header carries a count of rows -- "The Visuals: 4 of 21" means four rows are finished out of twenty-one that have anything to do in that phase -- and a thin bar under the name that fills as the column does. When a phase is finished its header turns green. Hovering a cell names what is still open in it, which usually answers "why is this white?" without going anywhere.

Rows are grouped -- Characters, Locations, Props, Scenes -- each group opening with its own heading row, so you can tell a character from a location without knowing the names.

Work a column, not a row

The grid is laid out this way on purpose. It is natural to open a character and try to finish everything about that character in one sitting -- but the pipeline is not built that way. A character is legitimately visited several times: once for the story, once for the voice, once for the visuals. So a character's row is meaningfully empty in most columns, and the few it does touch are spread right across the production.

Finishing a column is the move the grid is trying to make obvious, and a half-filled column is meant to be impossible to miss.

Getting to the work

Click any cell and you land where that work is done -- the same destination the Guide would send you to for that entity and that phase. The map is a way of navigating, not only a report.

The first column and the header row stay pinned while you scroll, so a cell never loses the row name or the phase that gives it meaning.

Rows that are not there yet

A group with nothing in it -- no props yet, say -- simply has no rows. The grid only ever shows rows that have cells, so a column can always be read straight down without a gap.

A scene with no shots yet shows placeholder rows ("Shot 1", "Shot 2", ...) for however many shots the plan proposed for it, so the number you answered during Story is visible rather than forgotten.

It agrees with the Guide

Progress and the Guide read the same plan. A cell is green exactly when the Guide considers every criterion behind it approved -- the two can never tell you different things about the same work.