What this is
Skills & Progression tracks what every crew member can actually
do, department by department, so a manager can answer three questions at a glance: who's ready for a given
role right now, where the coverage gaps are, and what to focus on in someone's next 1:1. Everything you see
reads from โ and writes back to โ the same Google Sheet, so it stays the single source of truth:
open the sheet.
The data model
Four things, stacked inside each other:
- Department
- A crew discipline โ Audio, Lighting, Vision, Staging, Rigging, Warehouse/General. Each has its own set of roles.
- Role
- A job within a department โ e.g. FOH Engineer, Rigger. Each role has a set of skills that define what "ready for this role" means.
- Skill
- One specific, assessable ability tied to a role, e.g. "System EQ & time-alignment across a full PA." Every skill sits at a tier (1โ3) and belongs to a staff member with a status.
- Tier
- How foundational vs advanced a skill is. Tier 1 is the basics; Tier 3 is the most advanced. A role is "cleared to Tier N" once every skill at Tier N and below is Competent or Signed off โ Tier 3 with no gaps means fully ready for that role.
- Weighted %
- Readiness where advanced skills count for more than basic ones, instead of every skill counting equally. Plain "% ready" is just (skills ready) รท (total skills). Weighted % instead sums each ready skill's tier and divides by the sum of every skill's tier โ so being ready on a Tier 3 skill moves the number 3ร as much as a Tier 1 skill, and a gap in a Tier 3 skill hurts it 3ร as much too. This is why Crew Builder ranks candidates by cleared tier, then weighted %, rather than plain % โ someone strong on the advanced skills should rank above someone who's only covered the basics, even at the same raw skill count.
Skill status
Every skill a staff member has sits in exactly one of these four states.
Not started
Default โ no row exists yet
In progress
Being worked on
Competent
Can do it reliably
Signed off
Assessed and confirmed
Competent and Signed off both count as
"ready" everywhere readiness is calculated โ Crew Builder, the Dashboard, and tier-clearing.
Departments & roles
Every department and the roles inside it, pulled live from the Sheet.
What each page does
Dashboard
Team overview mode shows departmental readiness pooled across everyone,
plus bench depth โ which roles have zero or one person able to cover them right now. By person
mode is the same breakdown for one staff member: readiness by department, by role, and every
individual skill.
Crew Builder
Stack the roles you need for an event and get ranked candidates for each,
sorted by cleared tier then weighted readiness. Assigning someone to one role removes them from every
other role's candidate list, so you can't double-book a person across a stack.
1:1 Review
Built for sitting down with someone. Each department is a world; each
role inside it is a gym, shown as a point on that world's skill radar โ the further out, the
closer they are to fully clearing that role. Click a role to open its moves (its skills) in
the panel on the right, update statuses, and save. Bulk-fill sets every skill in one role to a status
in one move. A Recent Gigs panel lets you log real events someone's worked at a given role โ
a record for context, not something that affects scoring.
Roster
A trading-card view of the team. Filter by department, pick a person, and see
a card with their overall readiness, a stat bar for every role they've made progress in, and their
full skill list on demand โ plus the same Recent Gigs history as the 1:1 page, so people can show off
what they've actually worked.
Admin
Add new staff (optionally pre-filling their skills via bulk rules, for an
experienced hire), activate/deactivate people, and run a health check across the underlying sheet
data. Deactivating shows you what coverage you'd lose first.