Agents in Production was excellent

Mike's Notes

Some initial reflections. I will add to this post over the coming week.

Resources

References

  • Reference

Repository

  • Home > Ajabbi Research > Library >
  • Home > Handbook > 

Last Updated

20/11/2025

Agents in Production was excellent

By: Mike Peters
On a Sandy Beach: 20/11/2025

Mike is the inventor and architect of Pipi and the founder of Ajabbi.

I attended the online MLOPs event "Agents in Production held yesterday. It was hosted in the Netherlands. It started at 3am NZ time, so I missed most of it. But all the videos will be available soon, and I'll watch them all.

It was fantastic. The 30 speakers were leaders from engineering teams from every major AI company. NVIDIA, Google, Meta, OpenAI, Microsoft, Redis, Databook, Prosus, etc.

All talking about agents in depth. Lots of architecture here.

The audience was even broader, as great questions came through.

I could follow along and understand what they were talking about. This is in sharp contrast to NZ, where nobody is interested in this stuff. Nobody understands what I'm talking about, even in the NZ AI tech group, which focuses on using AI to build apps. This was about building AI itself and solving its problems.

It was fascinating. 

One thing I learned, which really surprised me, is that none of the AI agents described in the talks can evolve or learn.

The agents in Pipi 9 all evolve and learn.

I also found a solution to a big problem for Ajabbi.

I can't find anyone to help me. In this room, there were plenty of people. Now I know where to look.

It was a lucky moment. I don't recall how I found out about this community and event. Maybe I got an invite. Next event, I will be better prepped and have questions to post in the Q&A. Will also figure out how to contact other participants. I look forward to meeting them.

Future

Maybe I will get to give one of these talks sometime. I find it really useful to bounce ideas in an open discussion. Always come back with more ideas. Listening is more important than talking.

Bolt on

I also had another epiphany last night while sleeping. I could use some of these LLMs as input into Pipi 9, combining the strength of both. This also confirms what I have been learning from testing Krobar.

Tristan, I might have a job for you. :)

I had been thinking about outputting to an LLM, but it never occurred to me to go the other way until I watched these talks and worked it out visually.

Workspaces for Screen

Mike's Notes

This is where I will keep detailed working notes on creating Workspaces for Screen. Eventually, these will become permanent documentation stored elsewhere. This replaces coverage in Industry Workspace written on 13/10/2025

Testing

The current online mockup is version 3 and will be updated frequently. If you are helping with testing, please remember to delete your browser cache so you see the daily changes. Eventually, a live demo version will be available for field trials.

Learning

Years ago, I was the "hands" of NZ sculptor Neil Dawson, later becoming a commercial sculptor. Then, I was a set builder and set engineer at The Court Theatre set workshop. I was producer and then director of a series of natural history interview videos. I had to build a production management system for logistics.  I also crewed on short films, documentaries, and TV live broadcasts. All lots of fun and learning on the job.

I also did most of the Physical Effects courses at the Stan Winston School of Character Arts, the best school on the planet. My happy place is being in a workshop, making stuff. I will use all these experiences, combined with learning from MovieLabs, to build out Workspaces for Screen for film crews, especially the art department.

Why

Ajabbi will be the first user of this workspace to produce video training content and record online interviews with authors. Most of whom have their writings often reproduced on this blog. Later, recreating historic moments in the discovery of science. Therefore, the modules will be completed to meet Ajabbi's needs. Later, this workspace will be made available to other users and expanded in scope.

Resources

References

  • Movie Lab

References

  • Reference

Repository

  • Home > Ajabbi Research > Library >
  • Home > Handbook > 

Last Updated

20/11/2025

Workspaces for Screen

By: Mike Peters
On a Sandy Beach: 20/11/2025

Mike is the inventor and architect of Pipi and the founder of Ajabbi.

Open-source

This open-source SaaS cloud system will be shared on GitHub and GitLab.

Dedication

This workspace is dedicated to the life and work of Dick Smith, who pioneered much of makeup special effects and generously coached so many others.

Dick Smith

Source: https://web.archive.org/web/20160502184445im_/http://dicksmithmake-up.com/wp-content/uploads/2016/03/Dick-Smith.jpg

"Richard Emerson Smith (June 26, 1922 – July 30, 2014) was an American special make-up effects artist and author, (nicknamed "The Godfather of Make-Up") known for his work on such films as Little Big Man (1970), The Godfather (1972), The Exorcist (1973), Taxi Driver (1976), Scanners (1981) and Death Becomes Her (1992). He won a 1985 Academy Award for Best Makeup for his work on Amadeus and received a 2012 Academy Honorary Award for his career's work." - Wikipedia

MovieLabs

"MovieLabs is an independent non-profit organization founded by Disney, Fox, Paramount, Sony, Universal, and Warner Bros. to advance research and development in motion picture distribution and protection. It maintains project engineering, technology market analysis and standards development/evangelism among its core areas of focus and partners with leading universities, corporations, technology startups, service providers, and standards bodies to further explore innovative technologies in the field of digital media.

Key publications and standards available through MovieLabs include:

  • Entertainment ID Registry (EIDR)
  • Common Metadata
  • Content Availability Metadata (Avails)
  • Common Metadata Ratings
  • Next Generation/HDR Video
  • Enhanced Content Protection (ECP)
  • Creative Works Ontology

"- Wikipedia

MovieLabs Digital Distribution Framework

Source: https://movielabs.com/md/images/mddf-workflow-201906.png

Asset Ordering, Delivery and Tracking

Source: https://movielabs.com/md/delivery/OrderingDelivery.png

Narrative Element

Source: https://movielabs.com/wp-content/uploads/2022/09/omc_diagram.png

Change Log

Ver 3 includes development, preproduction, production, post-production, and distribution.

Existing products

This is a basic comparison of features found in screen production software.

Yamdu

Basic

  • Cast and Crew Management
  • Script Import and Breakdown
  • Distribution
  • Shooting Scheduling
  • Call Sheet Builder
  • Production Calendar
  • Budgeting (Beta)
  • Shot List and Storyboard
  • Sustainability
  • Mobile app for iOS and Android
Extra
  • Episodic Feature Set
  • Restrict Access to Sensitive Information
  • Personnel Master Data
  • Units
  • Time cards
  • Credits Generator
  • PDF and Video Watermarks
  • Travel Management
  • Resource Planning
  • Customized File Sharing
  • Advanced Email Sending Options
  • Story Management
  • Timesheets
  • Activity Logs
  • CO₂e calculation with Klimaktiv
  • Brand White Labeling
  • SSO / SAML
  • Dedicated Account Manager

[TABLE]

Data Model

words

Database Entities

  • Facility
  • Party
  • etc

Standards

The workspace needs to comply with all international standards.

  • MovieLabs

Schema

An XML schema needs to be created for scripts. There is none. Different script software can import and export with each other. To import a script into Workspaces for Screen, it would be easier to convert everything to XML and hide it behind the User Interface.

Variables

Source: Krombar.ai simulation platform (beta)

Node Name Type Estimates / Formula
Location Scouting Cost per Project Input Variable Normal(μ=12500.0, σ=11119.516638792014)
Cost per Edit Input Variable Normal(μ=1750.0, σ=1853.2527731320024)
Shooting Days Input Variable discrete_normal distribution
Number of Sets Input Variable discrete_normal distribution
Target Markets Input Variable discrete_normal distribution
Campaigns Input Variable discrete_normal distribution
Planning Staff Input Variable discrete_normal distribution
Script Development Cost Input Variable Normal(μ=100000.0, σ=30395.136778115502)
Storyboard Artists per Project Input Variable discrete_normal distribution
Budget & Schedule Finalization Calculation Step round(Projects in Pre-Production * Available Budget / Average Budget per Project)
Design HODs Cost per Project Input Variable Normal(μ=40000.0, σ=29652.04437011204)
Cost per VFX Shot Input Variable Normal(μ=8500.0, σ=9636.914420286412)
Set Complexity Factor Input Variable Normal(μ=2.0, σ=0.60790273556231)
Creative Assets per Campaign Input Variable discrete_normal distribution
Weeks of Campaign Planning Input Variable discrete_normal distribution
Number of Scripts Input Variable discrete_normal distribution
Rights Acquisition Cost Input Variable Normal(μ=62500.0, σ=22796.352583586628)
Projects in Pre-Production Input Variable discrete_normal distribution
Cast & Crew per Project Input Variable discrete_normal distribution
Market Research & Campaign Planning Calculation Step round(Target Markets * Campaigns per Market * Planning Staff * Weeks of Campaign Planning)
Net Profit Calculation Step Total Revenue - sum(Development Costs,Pre-Production Costs,Production Costs,Post-Production Costs,Marketing & Distribution Costs)
Storyboard/TechScout Cost per Project Input Variable Normal(μ=10000.0, σ=7413.01109252801)
Cost per Sound Edit Input Variable Normal(μ=1250.0, σ=1111.9516638792015)
Unit Set Construction Cost Input Variable Normal(μ=95000.0, σ=15197.568389057751)
Campaigns per Market Input Variable discrete_normal distribution
Press Kits per Campaign Input Variable discrete_normal distribution
Creative Staff Input Variable discrete_normal distribution
Shooting Days per Script Input Variable discrete_normal distribution
Budget/Finance Cost Input Variable Normal(μ=200000.0, σ=60790.273556231004)
Available Budget Input Variable Normal(μ=275000.0, σ=333585.49916376045)
Insurance Policies per Project Input Variable discrete_normal distribution
ROI % Calculation Step 100*Net Profit/sum(Development Costs,Pre-Production Costs,Production Costs,Post-Production Costs,Marketing & Distribution Costs)
Location Scouting & Permits Calculation Step round(max(0, Projects) * Locations per project)
Development & Greenlight Calculation Step round(max(0, Projects) * Development approval rate)
Casting/Crew Contracts Cost per Project Input Variable Normal(μ=80000.0, σ=59304.08874022408)
Cost per Score Input Variable Normal(μ=6000.0, σ=5930.408874022408)
Script Pages per Day Input Variable Normal(μ=6.0, σ=2.43161094224924)
Festival Submissions per Campaign Input Variable discrete_normal distribution
Weeks of Creative Work Input Variable discrete_normal distribution
Packaging/Casting Cost Input Variable Normal(μ=250000.0, σ=91185.41033434651)
Average Budget per Project Input Variable Normal(μ=55000.0, σ=66717.0998327521)
Storyboarding, Shot Listing, Tech Scout Calculation Step round(Projects in Pre-Production * Storyboard Artists per Project)
Set Construction & Prep Calculation Step round(Number of Sets * Set Complexity Factor * Unit Set Construction Cost)
Insurance/Compliance Cost per Project Input Variable Normal(μ=16500.0, σ=12602.118857297617)
Cost per Master Input Variable Normal(μ=1750.0, σ=1853.2527731320024)
Publicity Events per Campaign Input Variable discrete_normal distribution
Press Kits per Release Input Variable discrete_normal distribution
Greenlight Approval Cost Input Variable Normal(μ=35000.0, σ=9118.54103343465)
Designers per Project Input Variable discrete_normal distribution
Casting & Crew Hiring/Contracts Calculation Step round(Projects in Pre-Production * Cast & Crew per Project)
Daily Shooting Calculation Step round(Shooting Days per Script * Number of Scripts + Shooting Days + Script Pages per Day * Number of Scripts)
Cost per Test Screening Input Variable Normal(μ=11000.0, σ=13343.419966550418)
Distribution Contracts per Campaign Input Variable discrete_normal distribution
Number of Releases Input Variable discrete_normal distribution
Insurance & Compliance Calculation Step round(Projects in Pre-Production * Insurance Policies per Project)
Set, Costume, Makeup, Props Design Calculation Step round(Projects in Pre-Production * Designers per Project)
Budget/Schedule Finalization Cost Calculation Step
Ops per Campaign Input Variable discrete_normal distribution
Number of Festivals Input Variable discrete_normal distribution
Picture Editing & Lock Calculation Step round(max(0, Projects) * Edits per project)
Location Scouting Cost Calculation Step Location Scouting & Permits * Location Scouting Cost per Project
Sales Ops per Campaign Input Variable discrete_normal distribution
Submissions per Festival Input Variable discrete_normal distribution
VFX/Animation Calculation Step round(max(0, Projects) * VFX shots per project)
Design HODs Cost Calculation Step Set, Costume, Makeup, Props Design*Design HODs Cost per Project
Junket Events per Release Input Variable discrete_normal distribution
Trailer, Teaser, Poster Creative Calculation Step round(Campaigns * Creative Assets per Campaign * Creative Staff * Weeks of Creative Work)
Sound Editing, ADR, Foley Calculation Step round(max(0, Projects) * Sound edits per project)
Storyboard/TechScout Cost Calculation Step Storyboarding, Shot Listing, Tech Scout * Storyboard/TechScout Cost per Project
Distribution Deals per Market Input Variable discrete_normal distribution
Press Kit, Screener, Critics Setup Calculation Step round(Campaigns * Press Kits per Campaign * Press Kits per Release * Number of Releases)
Scoring & Recording Calculation Step round(max(0, Projects) * Scores per project)
Casting/Crew Contracts Cost Calculation Step Casting & Crew Hiring/Contracts*Casting/Crew Contracts Cost per Project
Number of Markets Input Variable discrete_normal distribution
Festival & Award Submissions Calculation Step round(Campaigns * Festival Submissions per Campaign * Number of Festivals * Submissions per Festival)
Color Grade, Titles, Mastering Calculation Step round(max(0, Projects) * Masters per project)
Insurance/Compliance Cost Calculation Step Insurance & Compliance*Insurance/Compliance Cost per Project
DCPs per Release Input Variable discrete_normal distribution
Publicity/Junket & Media Interviews Calculation Step round(Campaigns * Publicity Events per Campaign * Junket Events per Release * Number of Releases)
Test Screening/Studio Review Calculation Step round(max(0, Projects) * Test screenings per project)
Set Construction Cost Calculation Step
Subtitling Ops per Release Input Variable discrete_normal distribution
Daily Shooting Cost Input Variable Normal(μ=875000.0, σ=926626.3865660012)
Distribution Contracts Calculation Step round(Campaigns * Distribution Contracts per Campaign * Distribution Deals per Market * Number of Markets)
Censorship Ops per Release Input Variable discrete_normal distribution
Onset FX/Stunts Cost Input Variable Normal(μ=175000.0, σ=185325.27731320023)
DCP/Subtitling/Censorship Ops Calculation Step round(Campaigns * Ops per Campaign * DCPs per Release * Subtitling Ops per Release * Censorship Ops per Release)
Sales Ops Staff Input Variable discrete_normal distribution
Dailies Review Cost Input Variable Normal(μ=30000.0, σ=29652.04437011204)
Intl & Domestic Sales Ops Calculation Step round(Campaigns * Sales Ops per Campaign * Sales Ops Staff * Weeks of Sales Ops)
Weeks of Sales Ops Input Variable discrete_normal distribution
Prod Office Ops Cost Input Variable Normal(μ=62500.0, σ=55597.583193960076)
Picture Editing Cost Calculation Step Picture Editing & Lock*Cost per Edit
VFX Cost Calculation Step VFX/Animation*Cost per VFX Shot
Sound Editing Cost Calculation Step Sound Editing, ADR, Foley*Cost per Sound Edit
Music Scoring Cost Calculation Step Scoring & Recording*Cost per Score
Color/Mastering Cost Calculation Step Color Grade, Titles, Mastering*Cost per Master
Test Screening Cost Calculation Step Test Screening/Studio Review*Cost per Test Screening
Marketing Planning Cost Calculation Step
Creative Asset Cost Calculation Step
Press/Publicity Cost Calculation Step
Marketing & Distribution Costs Calculation Step sum(Marketing Planning Cost, Creative Asset Cost, Press/Publicity Cost, Festivals Cost, PR Junket Cost, Distribution Deal Cost, Delivery/Compliance Cost, Sales Ops Cost)
Festivals Cost Input Variable Normal(μ=62500.0, σ=55597.583193960076)
PR Junket Cost Input Variable Normal(μ=62500.0, σ=55597.583193960076)
Distribution Deal Cost Input Variable Normal(μ=62500.0, σ=55597.583193960076)
Delivery/Compliance Cost Input Variable Normal(μ=62500.0, σ=55597.583193960076)
Sales Ops Cost Input Variable Normal(μ=62500.0, σ=55597.583193960076)
Domestic Box Office Input Variable Normal(μ=17500000.0, σ=18532527.731320024)
International Box Office Input Variable Normal(μ=11500000.0, σ=12602118.857297616)
Digital/VOD Revenue Input Variable Normal(μ=4500000.0, σ=5189107.764769607)
Home Video Revenue Input Variable Normal(μ=2250000.0, σ=2594553.8823848036)
Merchandising Revenue Input Variable Normal(μ=1050000.0, σ=1408472.1075803218)
Licensing Revenue Input Variable Normal(μ=1550000.0, σ=2149773.216833123)
Development Costs Calculation Step sum(Script Development Cost, Rights Acquisition Cost, Budget/Finance Cost, Packaging/Casting Cost, Greenlight Approval Cost)
Pre-Production Costs Calculation Step sum(Budget/Schedule Finalization Cost, Location Scouting Cost, Design HODs Cost, Storyboard/TechScout Cost, Casting/Crew Contracts Cost, Insurance/Compliance Cost)
Production Costs Calculation Step sum(Set Construction Cost,Daily Shooting Cost,Onset FX/Stunts Cost,Dailies Review Cost,Prod Office Ops Cost)
Post-Production Costs Calculation Step sum(Picture Editing Cost,VFX Cost,Sound Editing Cost,Music Scoring Cost,Color/Mastering Cost,Test Screening Cost)
Total Revenue Calculation Step sum(Domestic Box Office, International Box Office, Digital/VOD Revenue, Home Video Revenue, Merchandising Revenue, Licensing Revenue)
Total Footage Hours Input Variable Normal(μ=60.0, σ=24.3161094224924)
Edits per Hour Input Variable Normal(μ=6.0, σ=5.930408874022408)
Total Shots Input Variable discrete_normal distribution
VFX Shot Percentage Input Variable beta distribution
Sound Edits per Hour Input Variable Normal(μ=17.5, σ=18.532527731320023)
Total Minutes of Score Input Variable Normal(μ=75.0, σ=66.71709983275208)
Minutes per Score Input Variable Normal(μ=3.0, σ=2.965204437011204)
Hours per Master Input Variable Normal(μ=5.0, σ=4.447806655516806)
Test Screenings Required Input Variable discrete_normal distribution
Picture Editors Input Variable discrete_normal distribution
Weeks of Editing Input Variable discrete_normal distribution
VFX Shots per Sequence Input Variable discrete_normal distribution
Number of Sequences Input Variable discrete_normal distribution
Sound Editors Input Variable discrete_normal distribution
Weeks of Sound Editing Input Variable discrete_normal distribution
Scores per Film Input Variable discrete_normal distribution
Number of Films Input Variable discrete_normal distribution
Masters per Film Input Variable discrete_normal distribution
Test Screenings per Film Input Variable discrete_normal distribution
Sets per Script Input Variable discrete_normal distribution
Release & Revenue Collection per Project Input Variable log_normal distribution
Development Opportunities Input Variable Normal(μ=30.0, σ=29.65204437011204)
Script Approval Rate Input Variable beta distribution
Scripts Input Variable Normal(μ=17.5, σ=18.532527731320023)
Rights Acquisition Rate Input Variable beta distribution
Projects with Rights Secured Input Variable Normal(μ=11.0, σ=13.343419966550417)
Budget Approval Rate Input Variable beta distribution
Budgeted Projects Input Variable Normal(μ=8.0, σ=10.378215529539213)
Packaging Success Rate Input Variable beta distribution
Packaged Projects Input Variable Normal(μ=5.5, σ=6.671709983275209)
Greenlight Approval Rate Input Variable beta distribution
Available Locations Input Variable discrete_normal distribution
Locations per Project Input Variable discrete_normal distribution
Available Designers Input Variable discrete_normal distribution
Available Storyboard Artists Input Variable discrete_normal distribution
Available Cast & Crew Input Variable discrete_normal distribution
Available Insurance Policies Input Variable discrete_normal distribution
Number of Action Sequences Input Variable discrete_normal distribution
FX Complexity Factor Input Variable Normal(μ=2.0, σ=1.482602218505602)
Review Sessions per Day Input Variable Normal(μ=2.5, σ=2.223903327758403)
Prep Days Input Variable discrete_normal distribution
Wrap Days Input Variable discrete_normal distribution
Project Pitches Input Variable discrete_normal distribution
Greenlight Rate Input Variable beta distribution
Pre-Production Start Rate Input Variable beta distribution
Production Start Rate Input Variable beta distribution
Post-Production Start Rate Input Variable beta distribution
Marketing & Distribution Rate Input Variable beta distribution
SFX Sequences per Script Input Variable discrete_normal distribution
Dailies Reviews per Day Input Variable discrete_normal distribution
Office Staff Input Variable discrete_normal distribution
Production Weeks Input Variable discrete_normal distribution
Projects Input Variable discrete_normal distribution
Scripts per Project Input Variable discrete_normal distribution
Box Office Revenue Input Variable log_normal distribution
Ancillary Revenue Input Variable log_normal distribution
Streaming Revenue Input Variable log_normal distribution
Locations per project Input Variable discrete_normal distribution
Development approval rate Input Variable beta distribution
Edits per project Input Variable discrete_normal distribution
VFX shots per project Input Variable discrete_normal distribution
Sound edits per project Input Variable discrete_normal distribution
Scores per project Input Variable discrete_normal distribution
Masters per project Input Variable discrete_normal distribution
Test screenings per project Input Variable discrete_normal distribution
On-set FX sequences per project Input Variable discrete_normal distribution
Dailies reviews per project Input Variable discrete_normal distribution
Production office days per project Input Variable discrete_normal distribution
Scripts per project Input Variable discrete_normal distribution
Legal reviews per project Input Variable discrete_normal distribution
Budgeting sessions per project Input Variable discrete_normal distribution
Packaging sessions per project Input Variable discrete_normal distribution
Greenlight approval rate Input Variable beta distribution
Distribution fees Input Variable beta distribution
Preproduction rate Input Variable beta distribution
Production rate Input Variable beta distribution
Postproduction rate Input Variable beta distribution
Marketing rate Input Variable beta distribution
On-Set SFX/VFX/Stunts Calculation Step round(max(0, Projects) * On-set FX sequences per project)
Dailies & Production Review Calculation Step round(max(0, Projects) * Dailies reviews per project)
Production Office Operations Calculation Step round(max(0, Projects) * Production office days per project)
Script Development Calculation Step round(max(0, Projects) * Scripts per project)
Rights Acquisition & Legal Calculation Step round(max(0, Projects) * Legal reviews per project)
Budgeting & Finance Calculation Step round(max(0, Projects) * Budgeting sessions per project)
Project Packaging & Casting Calculation Step round(max(0, Projects) * Packaging sessions per project)
Studio Greenlight Calculation Step round(max(0, Projects) * Greenlight approval rate)
Release & Revenue Collection Calculation Step Total Revenue - Distribution fees
Pre-Production Calculation Step round(max(0, Development & Greenlight) * Preproduction rate)
Principal Photography Calculation Step round(max(0, Pre-Production) * Production rate)
Post-Production Calculation Step round(max(0, Principal Photography) * Postproduction rate)
Marketing & Distribution Calculation Step round(max(0, Post-Production) * Marketing rate)

Simulation notes

Workspace navigation menu

This default outline needs a lot of work. The outline can be easily customised by future users using drag-and-drop and tick boxes to turn features off and on.

Developers can build plugins and add integrations.

  • Enterprise Account
    • Applications
      • Screen (v3)
        • Development
          • Casting
          • Script
        • Preproduction
          • Budget
          • Location
          • Previsualisation
          • Schedule
          • Story Board
        • Production
          • Craft
            • Animals
            • Atmosphere
            • Costume
            • Greens
            • Makeup & Hair
            • Minature
            • Prop
            • Set
            • Vehicles
            • Wardrobe
          • Technical
            • Audio
            • Camera
              • Shot
            • Grips
            • Lighting
        • Post Production
          • Editing
          • Music
          • Subtitle
          • Visual Effects
        • Distribution
          • (To come)
    • Customer (v2)
      • Bookmarks
        • (To come)
      • Support
        • Contact
        • Forum
        • Live Chat
        • Office Hours
        • Requests
        • Tickets
      • (To come)
        • Feature Vote
        • Feedback
        • Surveys
      • Learning
        • Explanation
        • How to Guide
        • Reference
        • Tutorial
    • Settings (v3)
      • Account
      • Billing
      • Deployments
        • Workspaces
          • Modules
          • Plugins
          • Templates
            • Client/Agency
            • Episodic TV
            • Feature Film
            • Short Film
          • Users

A day in the life of an OpenTelemetry maintainer

Mike's Notes

Note

Resources

References

  • Reference

Repository

  • Home > Ajabbi Research > Library > Authors > Damien Mathieu
  • Home > Handbook > 

Last Updated

19/11/2025

A day in the life of an OpenTelemetry maintainer

By: Damien Mathieu
OpenTelemetry: 07/10/2025

I am a software engineer with a focus on backend, resilience and observability, currently working at @elastic. Some of the technologies I work with are Go, Ruby, Kubernetes, OpenTelemetry. I am also a contributor to Open-Source. I am writing about software engineering.

When people think about open source, they often picture lines of code, clever algorithms, or maybe a GitHub repository full of issues and pull requests. What can be harder to see is the human side. The people who quietly keep things moving, who make sure contributions land smoothly and help the community grow in a healthy way. That’s the work of a maintainer.

Maintainers are more than just code reviewers. They are the stewards of the SIG’s (Special Interest Group) health, direction, and community. They balance technical oversight with mentorship, governance with collaboration, and long-term vision with the day-to-day realities of issues and pull requests.

I’m Damien, I’m a maintainer of the OpenTelemetry Go SDK, an approver of the OpenTelemetry Collector and a member of several SIGs. In this post, we’ll take a closer look at what it means to be a maintainer: the responsibilities they carry, the challenges they navigate, and the impact they have on both the project and the broader community.

Open Source mentorship

One of the most rewarding parts of being a maintainer is mentorship. Every open source project depends on new contributors stepping in, learning the ropes, and eventually taking on more responsibility themselves. As maintainers, we’re often the first point of contact for someone who’s never contributed to the project before.

Mentorship can look like many different things. Sometimes it’s as simple as leaving a thoughtful code review that doesn’t just point out what’s wrong, but explains why a change matters. Other times, it’s guiding a contributor through their first issue, helping them understand the project’s structure, or showing them how to run tests locally. And every so often, it means stepping back to give someone room to try, even if they don’t get it right the first time.

The goal isn’t just to fix the immediate bug or land the pull request. It’s to help contributors feel confident enough to come back again. A healthy project grows by sharing knowledge, not hoarding it. Mentorship is how maintainers make sure today’s first-time contributor can become tomorrow’s reviewer, and eventually, the next maintainer.

Setting direction and priorities

Another part of being a maintainer is shaping the project’s roadmap. Open source moves fast: there are always new ideas, bug reports, and feature requests. Left unchecked, a project can easily become a grab bag of loosely connected changes. Part of our job as maintainers is to make sure the work stays aligned with the bigger picture.

That means asking questions like:

  • Does this feature fit with our long-term goals?
  • Is now the right time to tackle it?
  • Do we have the capacity to maintain it once it’s merged?

Sometimes the answer is “not yet” or even “no”, and it’s on us to communicate that clearly while still encouraging contributions.

Shaping a roadmap isn’t about dictating every detail. It’s about setting priorities together with the community—listening to feedback, balancing what users need today with where the project should be tomorrow, and making tradeoffs that keep the project sustainable.

The roadmap gives everyone a shared sense of direction. Contributors know where their work fits in, users can see what’s coming next, and the project as a whole stays focused instead of scattered.

Special Interest Group meetings

One of the maintainer’s roles is also to facilitate the frequent meetings that help their SIG communicate and plan its work.

Facilitating a SIG meeting isn’t about running through an agenda like a checklist. It’s about creating space where everyone feels comfortable speaking up, from long-time contributors to someone joining their very first call. That means keeping discussions focused, making sure quieter voices get heard, and helping the group reach consensus without letting debates drag on forever.

There’s also a practical side: preparing the agenda ahead of time, documenting decisions so they’re visible to the wider community, and following up on action items afterward.

In many ways, SIG meetings are where the “community” part of open source really comes to life. As maintainers, our role is to guide the conversation, not control it, making sure the project keeps moving forward while staying open and inclusive.

Challenges

Of course, maintaining isn’t all smooth sailing. One of the hardest parts is balancing the constant flow of contributions with the need to keep the codebase healthy. Every pull request represents someone’s time and effort, and it’s important to honor that. Yet, at the same time, not every change fits the project’s standards or long-term goals. Saying “no” gracefully is just as important as merging a great contribution.

Maintainers also find themselves balancing priorities that go beyond code. Different contributors, and often the companies backing them, come with their own needs and expectations. One team might want a new feature quickly, another might be focused on stability, while the community as a whole still needs clear direction. Managing those competing priorities, and making decisions that serve the project rather than any single interest, is a constant challenge.

Conflicts are another reality. With so many people involved, it’s inevitable that disagreements will happen. Sometimes it’s about technical design, sometimes about process, and occasionally about interpersonal dynamics. Part of the maintainer role is helping to navigate those moments: keeping discussions respectful, finding common ground, and making sure decisions are made transparently.

And yet, despite the difficulties, the impact of this work is enormous: when maintainers succeed, the entire community thrives.

The importance and impact of Open Source maintainers

When maintainers do their job well, the effects ripple far beyond the codebase. A well-tended project feels reliable and welcoming—contributors know their work will be reviewed thoughtfully, users trust the software to be stable, and the community grows because people want to come back.

Good project maintenance builds momentum. A contributor who feels supported on their first pull request is more likely to return for a second. Clear roadmap and consistent standards give people confidence that their effort matters and will fit into the bigger picture. And when conflicts are handled with respect and transparency, it reinforces the culture of trust that makes open source sustainable.

The impact goes deeper than just keeping a project alive. Effective maintainers create the conditions for others to succeed. That’s the real legacy of this role: not just code, but a thriving ecosystem and community built around it.

Conclusion

Being a maintainer is challenging work, but it’s also some of the most meaningful. It’s about more than merging code. It’s about stewardship, mentorship, and creating a community where people feel empowered to contribute. Every healthy open source project owes its success to the care and commitment of its maintainers.

And while the challenges are real, the rewards are just as tangible: the chance to constantly learn, to collaborate on complex problems, and to connect with people from every corner of the world and every kind of background.

OpenTelemetry’s maintainers embody this balance every day, helping the project grow while keeping its community strong.