Showing posts with label web. Show all posts
Showing posts with label web. Show all posts

Monday, 3 August 2015

Developing for Mobile, on Everyone's Website but Yours

I know it's not everyone ok?  Calm you normal developers that are scoffing at the idea, and rolling your eyes atop the high horse.  That insult was very unnecessary and a defensive mechanism.  I like many others have developed a website and left mobile on the to do later list.  However due to freelance and other projects I've been working on, I haven't prioritized and left it.  This is a bad look, especially if you are looking for some kind of development work and the client visits your website.  They don't know that every other website you work on is cellphone and tablet friendly.  They will look at your website and possibly you can't do it, or at least be skeptical about your capabilities.

This past year and a half in particular, I have been busier than any time in my life.  I will be coming back mid September from a 14 day vacation, and my time will free up significantly.  I will likely look to improve several other aspects of my website, in the last post listing another dumb mistake of leaving the website 720px wide.  So if you don't have the mobile version of your website, get on it.  Don't be me.  Many people use their cellphones and tablet to visit websites.  If the website looks like shit on those platforms, they will quickly move on to something else, making all your hard work of making a website fruitless.

Wednesday, 3 June 2015

40/Hour a Week not What You Want?

So you have found your 40 hours a week job.  You're happy, you got a job and a safety net.  6 months, 1 year, 2 years, 5, 10 years.  Some time later, you realize that 40 hours might not be for you.  Now this is likely due to one of two reasons (if not a bit of both).  You should trust my judgment because I've been working for over 3 years since I graduated.  That practically makes me an expert on anything related to jobs and I've seen enough movies/TV shows that is the equivalent of a PhD in Psychology.  Now that we've established my credentials, lets get to the two reasons.


One of the reasons is that you don't want to do a 40 hour job.  You want to work on your own time, you work better at night.  You might enjoy working for 14 hours one day, and then spend the next day with your kids.  You work 25 hours in two days and are able to leave for a 4 day weekend somewhere special.  Having a more flexible schedule and working when you're really in tune works out for you.  The other reason is that it's not what you really want to do.  You chose it as it was a good option when you initially started working or/and due to the safety of the 40 hour a week.  However, after some time you realize this job is not really for you.


Unfortunately, I am starting to feel that way with my current 40 hour a week job due to the latter option.  I originally signed up to work on a relatively split 50-50 design and front-end development.  As time moves on however, there is less and less design.  I love writing, designing and digital illustration, and I enjoy doing front-end development.  However for me to love my job, it has to have a sizeable portion on one of those three areas.  I know to many people a job is a job, but I do believe that you should love your job and a Monday shouldn't be something you bemoan when it eventually comes every week.  That's why I chose to go on a creative route, to do what I love.  One recommendation to people struggling for either of these options is that you do what you want on your spare time, something creatively that you yourself enjoy.  It unleashes pent up creativity, and it will help when you're doing your 40 hour a week as well. 

Monday, 23 February 2015

In The Creative World - Use Your Friends

Wait.. wait.. WAIT!!!  Don't run away, it's not what you think.  If you thought this was meant in a malicious way, you are a horrible human being.  If however, you're thinking that the title is a click bait title for the sake of pulling in 1 more viewer than I normally pull then.. yes, that's pretty much it.  This blog post's primary role is for you creative people to do something that seems like common sense, yet a ton of you still don't do it.  Ask other creative people for advice on projects you work for.

My work revolves around illustration, all related design work, web development, and some writing.  I have several friends that I use for all these creative outlets.  In regards to illustration, I use several friends.  Two of them being my good friends I went to school with, another is professional comic book illustrator, and another is my illustration teacher in college that is now my friend.  In regards to design, I use another friend that I went to school with along with the designer that taught me both design and front end development during my 2 month period where you work before graduation as a requirement.  Two of my best friends are programmers, so I can ask them for help on what I need to look for in web development, sometimes via hangouts while I'm at work.  My sister wants to be a professional writer in the future and has the grammar & vocabulary that an idiot like me does not come close to.

My point is use the people around you.  It's very likely some will come and ask for your input as well.  If they don't.. well then, you need to get better because they clearly don't think your input means much.  Before you start crying in a corner how you will never be good enough.. well actually go on ahead and do it.  A good cry as long as noone ever hears or knows about it is good for you.  Now I never cry because I am a man, and men don't cry.. but I have heard that it is good for you...

Recently, I was creating a mobile video game app logo for a company.  Throughout my creative process, I talked to one of my friends which helped me reach the logo to a level I don't think I would have had I not asked for her view on it.  Sometimes no matter how many hours or how long you look at a project, you need a pair of fresh eyes (that sounds creepy...) to take a look at it.  Having another perspective is huge and many times can give you a nice roadmap in telling you if you're going in the right direction.  This is something that sounds so simple, yet a lot of people in the creative world don't do it.

Tuesday, 29 July 2014

Show Others Your Tricks in the Creative Field

This may be an area where it may depend if my advice is good or bad.  I don't want to superimpose my ideology on this subject since it isn't always the case.  When it comes to what you know, I always am of the opinion that you should show others your tricks.  I am competitive guy, but I think being competitive should be beating someone working your ass off rather than being the weird, I'm not going to show you anything since you're my enemy.  Friendly competitive creative work is always best, especially since you have a more positive attitude on this subject.

a really bad & cheesy helping hand photo

You know some Photoshop tricks?  Show them to someone you either work with or that asks for it.  Someone who could do the work a bit faster in AfterEffects if they tried using the hotkeys, show them.  In group projects, this will always be beneficial since your co-workers will know more and do the work more effectively (and likely better), which means you all benefit.  They will also appreciate you more and the working environment is much better.  If they are decent human beings, they will help and show you their tricks so you can also improve yourself.

The only situation that I can think of where it would be a bad idea to show someone your tricks is to an asshole.  Someone who has a metaphorical knife that they constantly try to stab you in the back with and will use anything against you.  In that case, the obvious answer is not to be so forthcoming in regards to showing your tricks.  Again, this is my outlook on this but there's plenty of professionals that are more reluctant to help others, and I can't put their ideals down.  That's their outlook on this subject, and this is mine.  You have to choose yourself what type of person you'd like to be in the creative world.

Sunday, 6 July 2014

Unforeseen Problems in the Creative World

Unforeseen problems happen in our lives constantly, so it makes sense that they also happen for work as well. I have been using an Macbook Pro for roughly 5 years now. For as good as it has been even upgraded with RAM, it still isn't anywhere where I needed it to be for Photoshop and AfterEffects, and Cinema 4D at times as well. Last month, I received a maxed out iMac that I bought which should hopefully do well enough for the next 5-6 years before buying something better in the future. I make a youtube speed painting and release it on the first of the every month (or 2nd, 3rd, 4th and so on when I have to re-upload it because Youtube flagged one of the niche songs I used by a company that is not connected to the publisher of the song at all). When I was rendering the video of my latest speed painting, I realized on Adobe Premiere that the quality of the files was not up to par. I even took the next day off work and worked until 9PM that night to eventually get a solid quality on the Premiere file with the issue being very few minor things. This caused the video to be released a day late which was frustrating. The entire process before took roughly 70 hours and the complications afterwards took an additional and grueling 20 hours.

The reaction we have to unforeseen errors.. well my reaction...

The point here is that if you do design, web design, illustration/concept art, motion graphics or 3D, unforseen issues will come even if you do everything beforehand to ensure that no future problems will happen. My best advice based on 2 years on the professional field is to do the work early. If you are working for a client, send them a timeline in the contract that is later then when you expect to finish it. This way when you finish it as quick as you expected, then you're ok and everything is dandy. You feel like a fucking superhero and can either relax or do your own personal work during the extra time you have on the contract. However if you get some random, unforeseen issue that no one could even predict, then the normal timeline gets pushed back by a day, 2, a week, 2 or even a month depending on what type of work and/or scenario. This is where the contract comes in because this way you finish it last minute and it ends up being the same quality as intended even with the issues you couldn't predict. However, your contract says 3 weeks because that's how long you believe it takes and an extra week gets added, you either send them a shitty product and lose a potential long term client, or ask for more time. Now if you have built a realationship and they aren't in a massive hurry, this won't be a major issue. If that's not the case, lots of complications where both the work doesn't end up being good and the relationship goes down the shitter. You are in a lose-lose situation since this is work you don't even want to put in your portfolio or your website at this point.

Friday, 2 May 2014

Speed Painting 23: The Amazing Spiderman 2



With the new Amazing Spiderman 2 movie coming in a day, I thought I'd give it a shot since he's one of my favorite comic book superheroes. Also the idea of Electro and Spiderman meant that I could go crazy in terms of colors when creating the illustration.

I used part of a scene from the movie and change it around a bit to my choosing. Enjoy it!