In this article:
- Start with roles and outcomes, not a list of random skills
- Make the map something people will actually update
- Use it to hire for gaps and onboard with intention
- Level up designers with projects, not generic “training”
- Keep it alive with a rhythm and a few non-negotiables
The Studio Skills Map: A Simple System for Hiring, Onboarding, and Leveling Up Designers
You can feel it the moment a studio gets busy: the work multiplies, the team stays the same size, and suddenly everything depends on a few people’s invisible knowledge. One designer is the only one who can prep files for print without panic. Another is the “motion person,” even if motion wasn’t in their job title. Someone else becomes the unofficial QA for accessibility, because they’re the only one who notices.
A studio skills map is the simple system that makes that invisible knowledge visible—and usable. Not as a spreadsheet you build once and forget, but as a lightweight picture of what your team can do today, what you need them to do next, and where you’re exposed.
Start with roles and outcomes, not a list of random skills
The fastest way to make a “skills matrix” painful is to begin by brainstorming skills in the abstract. You’ll end up with 80 rows, nobody agrees on what “strong” means, and the document becomes a guilt machine.
A better starting point is to map the outcomes your studio sells, then work backward into roles. Think in terms of deliverables clients recognize: a brand system that’s consistent across touchpoints, a landing page that converts, a product UI that doesn’t collapse at handoff, a campaign that can be shipped in variations without breaking. Those outcomes naturally suggest the buckets of capability you need.
If you’re a generalist studio, this is also where “design” stops being one blob. Use a role list that reflects reality: brand identity, layout, illustration, UI, UX research, motion, packaging, email, social, production, and so on. If you need a quick sanity check on how wide the field really is,55 Types of Design is a useful reminder that studios rarely “just” do one thing.
Now translate roles into capability buckets. Keep it boring on purpose:

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- Craft: typography, layout, color, composition, icon systems, animation principles
- Tools: Figma, Adobe suite, After Effects, Webflow, Procreate, 3D, prototyping tools
- Systems: components, design tokens, documentation, handoff hygiene
- Communication: presenting work, writing rationale, feedback loops, stakeholder alignment
- Production: exporting, responsive variants, print prep, accessibility checks, QA
Then define levels with plain language. Avoid “junior/mid/senior” if your studio doesn’t use those labels consistently. Define 4 levels like:
- Can do with guidance
- Can do independently
- Can lead and teach
- Can set standards across the studio
That’s enough structure to make the map useful without turning it into a performance-review framework disguised as a template.
Make the map something people will actually update
A studio skills map fails for one reason: it asks too much of people who are already busy. The workaround isn’t “try harder.” It’s designing the system to be update-friendly.
First, limit the number of skills per role. A brand designer doesn’t need 40 line items; they need the 10–15 capabilities that predict whether they can ship brand work with consistency. If a skill doesn’t change decisions—staffing, training, hiring—cut it.
Second, choose evidence. “I’m good at motion” is not evidence; “I can storyboard, animate, and deliver social cutdowns in three aspect ratios with clean exports” is evidence. Make a tiny column called “proof,” and keep it lightweight:
- project links
- files shipped
- a short note from a lead review
- before/after examples
- a checklist completed
That proof column is where the map stops being vibes. It also keeps the conversation fair. A skills map should never reward confidence over results.
Third, separate “proficiency” from “interest.” Some designers are capable in a tool but don’t want to be staffed there every week. Add an “I want more of this” flag. It’s a simple lever for retention: people tend to stick around when they can grow toward what they’re curious about.
Finally, use a home for the map that doesn’t fight you. If it lives in a spreadsheet that nobody opens, it’ll die. If it lives in a tool where managers can quickly see coverage by role, gaps by project type, and progress over time, it becomes part of the operating rhythm. That’s where a platform like AG5 workforce skills tracking can fit naturally, especially if you’re juggling multiple squads or a mix of full-timers and contractors who rotate in and out.
A practical rule: if updating the map takes longer than writing a Slack message, people won’t do it. Build it so a designer can update two skills in five minutes at the end of a project, while the details are still fresh.
Use it to hire for gaps and onboard with intention
The most expensive version of hiring is when you hire “a great designer” and only realize later that you hired the wrong shape of great. The skills map makes hiring more specific without making it rigid.
Start by looking at gaps in terms of outcomes. If you keep selling web work but nobody can confidently own responsive variants and handoff, you’re not hiring “another designer”—you’re hiring a reliable web production handoff. If your studio’s work is drifting stylistically because nobody can define systems, you’re hiring someone who can set standards and document them, not just someone with taste.
This is where outside data can help you name skills without inventing your own taxonomy. The U.S. Bureau of Labor Statistics calls out communication skills and the ability to develop design solutions as central to the role, not optional extras, in its Graphic Designers occupational profile. And if you want a structured view of tasks and work activities, the Department of Labor’s O*NET profile for Graphic Designers is a surprisingly useful checklist when you’re translating “we need someone strong” into real responsibilities.
Once you’ve hired, the map becomes your onboarding plan—without the fluff.
Instead of handing a new designer a pile of docs, you give them a skills runway:
- Week 1: studio standards and “how we ship” basics
- Weeks 2–4: one real project with scoped responsibilities
- Month 2: independent ownership of a deliverable type
- Month 3: leading a small slice, presenting work, or documenting a system
Good onboarding isn’t about exposure to information; it’s about creating clarity and confidence. Gallup has reported that only a small share of employees strongly agree their organization does a great job onboarding, which is one reason role clarity breaks down early. The point isn’t the exact percentage—it’s the pattern, and the fix is giving people structure and expectations they can actually follow. That’s why a simple skills map beats a “welcome” doc nobody remembers reading, as long as it’s connected to real work and real feedback.
A nice side effect: onboarding stops being dependent on whichever lead happens to have time that week. The map creates consistency across new hires, even when your studio is in a crunch.
Level up designers with projects, not generic “training”
Studios often default to training as a solution because it feels proactive. But generic training doesn’t change capability unless it’s paired with practice. The skills map helps you turn growth into a staffing strategy.
Pick one growth skill per person per quarter, tie it to a project opportunity, and define what “better” looks like in output terms. Examples:
- A brand designer leveling into web: owns the landing page grid and responsive adjustments, with a handoff checklist
- A UI designer leveling into systems: documents components and usage rules so other designers don’t reinvent patterns
- A generalist leveling into motion: delivers a set of social cutdowns with consistent timing, transitions, and export settings
- A senior leveling into leadership: runs critique, gives actionable feedback, and mentors one person through a full project cycle
This is also where you protect your best people from becoming bottlenecks. If one person is “the accessibility person,” you don’t just thank them—you build redundancy. Add accessibility checks as a shared capability, then assign shadow reps on projects until the coverage is real.
Studios that do this well treat staffing like a two-sided equation: today’s needs and tomorrow’s resilience. A skills map helps you see both at once.
And yes, there’s a tooling angle here too, because leveling up is messy when your systems are messy. If you’re already tracking leads, projects, and clients, connecting capability planning to your broader ops stack makes it easier to keep momentum. If you’re building out the business side at the same time, Best CRM for Graphic Designers is a useful lens on client management—because “we’re overwhelmed” is often a client pipeline problem and a capacity problem together.
Keep it alive with a rhythm and a few non-negotiables
A studio skills map becomes powerful when it’s boringly consistent. Treat it like any other studio system: small updates, steady cadence, and clear ownership.
Three practices keep it alive:
- Update after shipping.Tie updates to the moment a project ends, when evidence is easiest to capture. Two minutes beats “I’ll do it later” every time.
- Quarterly coverage check.Once a quarter, ask three questions:
- What do we sell that we can’t deliver smoothly right now?
- Where are we, one sick day away from chaos?
- Which skills are we trying to grow, and did we actually create opportunities?
- Make the map safe.If the map feels like a scoreboard, people will sandbag or resist. The goal is operational clarity and growth, not labeling people. When you use it in reviews, use it to set realistic development plans and staffing protections, not to punish.
The last non-negotiable is that the map has to be used. If it doesn’t influence staffing, hiring, onboarding, or training choices, it’s busywork. If it does influence those choices, it becomes a quiet stabilizer: fewer fire drills, less repeated explanation, better handoffs, and a clearer path for designers to grow without guessing what “senior” is supposed to mean.
A studio skills map won’t make your work easier overnight. It will make the work more predictable—and that’s what lets a team do better design without burning out the people who hold the whole thing together.
