Plasmic Studio
Thank you for visiting my fancy Squidoo lens. While I'd like to keep this from being a super hardcore self-promotional lens... it really is all about me, my various projects, and some of my thoughts on creativity and being a designer.
Plasmic Studio and Other Endeavors
- Plasmic Studio
- Plasmic Studio L.L.C. is my design firm - and I am its sole employee. The site features an array of samples and information - websites, printed pieces, logos, games, animation and illustration. Plasmic Studio is the umbrella under which all my other projects fit.
There's a heavy-duty robot theme going on throughout the Plasmic Studio website - so if you fear our metallic brethren, please do not visit the site. For fun, click the "robot help" button. You can mess around with your robot host, but he can also take you to various sections of the site - if you're polite. - Steve Spatucci - Illustration, Animation, and Game Design
- SteveSpatucci.com contains much of the work that you'll find on my main site, Plasmic Studio, the focus here is on illustration, animation and game design. You'll also find this site to be more personal and friendly, which is why it contains a goofy animation of me in the upper left.
This site features a game where you can throw water balloons at me as I peek out of windows in a building, dressed in various disguises. Now that is what I call: fun. - It Must Be Me
- I began writing this book about my many strange real-life encounters with weird people way back in 2004... and, though I've made some progress in the past couple of years, I am slightly ashamed to admit that it's not yet complete.
However, a handful of the most bizarre tales are up on this site, as well as too-abstract-to-be-identifiable illustrations of the folks I've written about, so - enjoy. If you've ever had odd run-ins that have caused you to think "Is it me?", these short pieces will ease your pain. - Restraining Order
- I've been the drummer for the original Philadelphia-based rock band Restraining Order since 1999. Besides "pounding the skins", I am also the maintainer-dude of the band's website.
The Restraining Order website features all band members in cartoon form. You'll also find our fully animated video for the song "Wars We Need to See" (it's not political) and a Flash game in which you can help get each band member to a gig, on motorcycles. In real life, none of us would even get on a moped. - SugarPlum Studio
- My wife is a pastry chef, and SugarPlum Studio is her online pastry portfolio, featuring an array of wedding and special occasion cakes, decorated cookies, and other gourmet pastries.
The SugarPlum Studio website also features the SugarPlum Cake Constructor, a tool for her to use when guiding clients toward their dream cakes. The tool allows the user to work their way through different options - color, style, shape, number of tiers, adornments - while showing a constantly updated visual representation of the cake being designed. It also follows some basic "rules" of cake design - you don't use separators between tiers on square cakes, for example. Round yes; square no.
The SugarPlum Cake Constructor provides feedback to the user, letting them know when certain options won't work together - "A five tier cake may not have a 4 inch base." Cake servings are calculated as well, and final cake specs can be e-mailed for easy future reference. - Flying Spaghetti Monster - The Game
- More people have seen Flying Spaghetti Monster - The Game than anything else I've done. I'm pretty sure of that, anyway. It's a Flash game developed for the church/fad/pseudo-religion of the same name. It was featured on G4TV's "Attack of the Show", which was very neat. I didn't get asked for my autograph at any point, but I've come to terms with that over time.
Is it wrong that the music still makes me boogie a little? Just a little? - The Twilight 14 | Baskervilles
- New York City's Baskervilles are a band bringing back a certain poppy-but-electronic style of music last heard in the mid-1980's. It's a fresh take on that sound, with a punk influence as well, and they've been very successful since forming in 1997.
Baskervilles asked me to develop a website that would take the place of their regular site for a full year - a duration in which they would record twelve singles - one per month - and would release them online on the first of each month. Artists and designers would be contributing album covers, to be used on the website as well as in promotional postcards.
The Flash-based website is heavily automated, allowing for the necessary quick updates at the end of each month. New single cover art and background elements are added, as well as the song itself and its associated credits - and the Flash application automatically modifies the position of each mini-single, keeping the most recent one at the upper left.
The project is well underway - give it a listen and check out this original-sounding band with an equally original and ambitious concept - it's a virtual "song of the month club". - The Mystery of the Small Town Ruby
- This is my latest editorial illustration, for a feature article in Lapidary Journal, a gem and jewelry magazine. The article is about a gemologist who sets out to discover whether a ruby is synthetic (and worth about $20) or natural (and worth $20,000). Kind of dry stuff, which is why the art director for the publication suggested this Holmesian treatment.
Roll over the sketch to see the final illustration. Linework and color were added digitally, working directly in Photoshop with a big, fat Wacom Intuous tablet. - A Bevy of Logos
- A collection of logos I've developed for various companies, as well as for a few of my own projects. I've developed identities for a nice mix of corporations, web-based retail companies, financial firms, bands and record labels, health/wellness organizations, local businesses and more. It's great to work on that wide a variety - keeps the design chops up.
If you were to hold a gun to my head and ask me which I was most pleased with (not a good idea), I'd have to say the Fabrica logo - the tan and black needle/thread combo toward the upper right. Developed for a modern clothing designer in Philadelphia, it's one of the oldest logos in this collection, and it took many iterations to "get" - but it still holds up. For me, at least.
I'm a believer, as many designers are, that logos should contain two or three flat colors laid out in solid, distinctive shapes - no gradients, no 3D effects - nothing like that or they become illustrations. There's a trend today for companies (UPS comes to mind) to update their logos, giving them this kind of treatment. I don't like it, however... I notice in looking at my own logos that I've broken that rule on a few occasions. I wonder why I thought I could do that?
Fun-by with the chumby
I know that title is weak.
This month, I was fortunate enough to receive an alpha prototype of the chumby, a handheld, wifi-enabled internet device. The chumby won't be available until Summer 2007, but the kind folks at Chumby Industries sent a handful of Flash developers alpha prototypes in that hopes that we'll develop the widgets (mini applications) that will make the chumby more than just a huggable alarm clock.Here's how it works: you create an account on chumby.com, and set up one or more channels with your favorite mix of widgets - games, webcams, newsfeeds, and other fun and useful applications. Then you buy a chumby, go online and register its serial number, and get it onto your network.
Once the chumby is fully operational, it pulls down widgets from the wireless connection, then cycles through the selection you've created on your channel based on the time you've set for each widget will appear onscreen. You can also manually cycle through those widgets, if you so choose.
From a developer's point of view, the best thing about creating a widget for the chumby is the array of sensors - motion, squeeze, ambient light/sound, and touchscreen - that you can tap into. So you can make an alarm clock that turns off when you shake it, or you can create a space game where the movement of the chumby affects your ship's position - endless possibilities.
I've created two widgets so far - a Face maker Widget, with features that you can select, move around and resize (see photo) and a whack-a-mole-style Monster Stomper game.
The limitations of the chumby require some forethought and planning - the touchscreen is 320x240 pixels, so buttons have to be about half an inch in size to be effective. There's no keyboard - it's not intended for heavy-duty computing - and the processor is on the slow side. Flash files can only be 12 frames per second, which limits the quality of animation that can be achieved, and file sizes must remain under 100k, since widgets are pulled into the chumby each time it's turned on - nothing is stored on the unit.
The limitations are challenging in a good way, though - I'm enjoying working on the chumby. You'll be hearing about it when it hits the market - for $150 (its anticipated price in the U.S.), it'll be a fun addition to your internet life.
Logo Stylin'
Six Things New Clients Often Ask About Website Design
(and if these things don't come up early... they should probably be brought up)
- screen resolution - how different monitor sizes and resolution settings can affect the site layouts clients are viewing
- Flash - when to use it, how it can enhance a site, what percentage of users have it installed and how to handle (or not handle) those who do not
- text layouts in HTML - why fine-tuning text breaks for a client's particular window size and font size settings is often futile, and can lead to problems further along a website's development
- MySpace - how to plan ahead to create a MySpace page that works in conjunction with a website, and understanding the inherent limitations of MySpace's layout idiosyncracies
- contact forms - how to set them up so they function smoothly, and how to best manage the information they generate
- search engines - how an HTML index page can help Google and other search engines index Flash websites, how long Google takes to find a page, and how to create keyword-dense HTML copy that allows for organic indexing
Raster vs. Vector
What's the deal, yo?
Strangers often stop me on the street, body slam me into the nearest brick wall, and demand, "What is the difference between raster and vector?!" Once I've properly composed myself, I tell them this:Raster images are "continuous tone", and therefore tend to have a large amount of variation in tone and color, whether they are created with traditional or digital tools. Each pixel in a raster-based image contains color data for that section of the invisible grid that composes the image (this is where the term "bitmap" originates). Because of the amount of information required to represent these variations in color, raster file sizes are almost always significantly larger than vector files.
Vector-based images, created with design software such as Adobe Illustrator or Macromedia Freehand, use mathematical algorithms to represent the image's shapes, strokes, and fills using a series of points and curves. Because this method is much more efficient (in terms of data size) than the way raster images store data, vector file sizes are much smaller. Vector-based files are also resolution independent, so they can be resized and manipulated with less effort than raster-based images. Vector images are typically used for simpler purposes - logos, with their flat colors, are almost always created in a vector environment.
Can you convert a vector file to raster? Sure - that's easy. I can take a vector logo I created in Freehand, size it up, copy it and paste it into Photoshop. When I paste it in, that's the point at which I need to select a resolution.
Can you convert a raster file to vector? Not... quite. You can take a .jpg into Illustrator and export it to an .ai file format, but it'll still be a raster image contained within a vector file format. This is often a stumbling block for web developers or anyone who uses a raster-based application to create their logo, and is then asked down the road if they can supply it in as an .eps, .ai or other file format. It's not possible - you'd have to go back and recreate the image in Illustrator or Freehand, and even then, you probably won't be able to capture any 3D effects, glows, subtle drop-shadows or other raster-based effects when you're working in a vector-based application. This can be a painful, time consuming and costly roadblock, which is why (sales pitch) it's always good to at least consult with a designer before you take on a logo design project by your bad self.
We are here to help. We come in peace.
Of Plasmic and Plasma
Naming and Logos and Domain Names - oh $#!%
I started doing freelance design and illustration after graduating from college - back in the early 90's. Things got more serious for me around 1997, and though I did not formally incorporate for a few more years, I wanted to launch a website at that point - and I needed a name.The image came instinctively - I wanted something modern and dynamic, but still fun and maybe even with a bit of a kitch element. I sketched out my raygun concept - yep, just one sketch - and added the name of my future company: Zapgun Studios. What I failed to do, however, was to investigate whether or not www.zapgun.com had already been registered - and, no surprise - it was. What a novice mistake - shame on me.
I steadfastly held to my vectorized raygun image, and sought a name to go along with it. This took mucho grandioso effort - I pulled out my old Roget's Thesaurus (an artifact lef tover from middle school) and dug through a few hundred entries for a month or so. Nothing seemed to fit - nothing that sounded pretty, anyway.
Eventually I came across the word "plasmic" - Roget's entry for the word is "to give form or shape to". Wow - that's a perfect name for any kind of creatively-driven company - AND it went along perfectly with the raygun image. You can almost hear the electro-crackle when you say the word (try it now!).
I added the "Studio" to provide a little context, and also to leave room for future growth - design studio, music studio, movie studio, too (eventually). I then designed the typeface, launched the website, and felt the pleasure of creation - the name and image had fused. Clients and other humans even told me the name was "catchy" and "memorable".
Then the plasma screen television hit in the early 2000's, leading to some confusion. Oh well. I still have my zapgun.
Software I Use Daily.
- Photoshop - the staple image editing software. I've been using it for over 15 years now. Hey... that means I should be a lot faster with that bezier pen tool.
- Freehand - the most intuitive vector-based tool out there, ever. I use it for page layout, character design, logos, technical illustrations - anything I can. Illustrator just cannot compare. Adobe, please please please do not smash Freehand into smithereens. If you keep it, we will come (for annual upgrades).
- GarageBand - thank you, Apple, for making multi-track audio recording and editing as easy as this. I can compose a sound bed for a website, sequence dialogue for an animation, or just jam out on my Trigger Finger electronic drums. GarageBand rocks my socks off.
- Flash - there's nothing like Flash, and it improves its features by leaps and bounds with each release. I've been there nearly since the beginning, when you could effectively make a nice circle move across the screen. It was fun back then, and it's even more fun today. And hey - shouldn't all software-using be fun?
What's the Deal with "Our Process"?
Lather, Rinse, and Repeat in the Age of Design
Check out a bunch of design firms' websites, and you'll no doubt run across sections describing "our process". This section is designed to create a sense of comfort with potential new clients, showing them a formal structure that the design firm has followed in the past, and will, in theory, follow when developing this new client's project.Here's the basic outline of the stages of design, culled from the many that I've run across:
- learn about the project from the client
- research the project, industry, and competition
- generate concepts/prototype and review
- select concept and finalize design
- production/implementation/delivery/launch
- maintenance and revisions
Hey, nothing wrong with any of that - it all makes perfect sense. But that's really my problem with these sections - they're all common sense, and they only state the obvious. Could you really avoid any of these steps even if you wanted to?
I've seen super long, drawn-out process sections that attempt to detail every possible sub-step between those steps. I've also come across stripped-to-the-barebones processes that just detail something like: "Preliminary Work >> Development >> Follow Up". Why not just go with "Think >> Do >> Redo"? Are you really adding anything to the mix with a "process" like that?
Oh, and sometimes they get clever and add an arrow pointing from the end of the last process, back to the earlier concept-generation stage. Controversial.
But showing a breakdown of the steps a design firm will follow on a project doesn't bother me - it's innocuous, but potentially helpful to new clients.
What really bugs me is when I see these processes getting named, with trademarks and everything! Usually it's a swanky acronym, like TIDE (Think, Invent, Deploy, Evolve... ooooh, I just made that up and I kind of like it), and some sites even create interactive run-throughs of each stage. Must be fun to create those pieces, but it tends to come off as very self-serving.
I'll provide full disclosure: I have a Process section on my website. It's not set up in stages, though; it's just a general overview. When I launched the site, I even toyed with creating a cleverly-named process of my own, which is what lead to my informal research (research being Stage 2) but I resisted the urge. I'm glad I did now, because I'm pretty sure I would have looked at it with embarrassment at this point.
Maybe designers are having a little too much fun with their Process process?
What Do We Pay For When We Pay For Design?
- Our time - of course - that's a given. And hopefully it is strategically-planned, efficiently-used time.
- Our creative vision - the ability to take a client's rough concept and see how it can be shaped into something effective, distinctive and amazing.
- Our technical skills - the ability to kern type, to color correct photography, to collect files from an InDesign layout and burn them onto a CD in a single bound. The boring stuff we learn in design school that turns out to be essential to our profession.
- Our technical resources - not to be confused with the above. Often this is what the client perceives to be the primary value of a designer. We have the software, the huge font library, the 500 GB hard drive that we use to back up all your files. And the 750 GB drive to back up the other one.
- Our experience - hopefully all those mistakes we made when we just started out taught us lessons that you'll benefit from. Yes, we can give you your logo as a .jpg, but we're going to design it in Freehand or Illustrator first so you have a vector version, too. See how smart we are?
- Our ability to adapt - when you swear that the hosting plan you purchased has PHP enabled, but your contact form isn't sending you e-mails, we'll be able to work out a temporary fix and then get on the phone with your host to check out the situation. Those kind of situations are old hat to us, honey.
- Our mental catalog - every logo, every ad, every website we've seen for years has been analyzed, deconstructed and taken into our memory banks. If you want to add an animated sea anemone tour guide to your website, we'll know if it's been done before and what techniques were used (I think you're in the clear on that one, though).
- Our reliability - we're going to be there to answer the phone when you accidentally renamed all the files in your root directory. This is when that 750 GB hard drive comes in handy.
- Our communication skills - incisiveness in laying out exactly what we plan to do for you, clarity in updating you throughout the various stages of the project, and tact when we have to explain to you why your company's logo really shouldn't fill up the top half of the screen. We promise to be gentle.
- Our humor - if we're boring and stuffy, our work probably comes off that way too. And nobody wants that. Except banks. Banks like stuffy.
Why Do Designers Use Macs?
The Real Reason, According to Me
Apple is kicking major buttock these days, and for the first time since the original iMacs hit around 1999, I'm having first-hand experiences with people who've never used an Apple computer before (iPods, sure), yet who are making an enthusiastic leap over to the dark side. Unlike that original wave of iMac users, these people are buying the new MacBooks and MacPros - heavy-duty computers that have power beyond friendliness and ease-of-use for simple applications and browsing - the biggest strengths of the consumer-level iMac. These are mean machines, and the folks I've encountered are not only loving the heck out of them, but they're becoming prophets for Apple products - the ultimate honor. Good going, Mr. Jobs.When this happens, those of us who are known to be longtime Apple users (we sport a silver "A" branded into our foreheads) find ourselves being consulted on a regular basis. The majority of Apple users still tend to be creative professionals - designers, video editors, musicians, authors and the like. And so when we're approached, we hear this very often: "Well, you use a Mac because you're a designer - you need one to run the software you use for your job." And my usual answer is, "Yes, that is the reason. You have nailed me down, friend."
But it's not the reason. Not really.
Anyone who uses a Mac for those creative applications is well aware that nearly every one of those programs is available for PCs as well (okay, my secret mistress GarageBand is an exception), and has been available for more than a decade. Photoshop, Illustrator, Freehand, PageMaker - PC versions were introduced back in the early 90's, and newer applications are made for both Mac and PC right out of the gate. There are benefits for designers - system-level color management, for example - but I don't think those are huge factors. Here's what I think is the real reason:
We were introduced to them early - college, usually. And they're better machines, so we keep buying them.
Ack. I know that's harsh. Please believe me - I'm not a technology snob. But designers get hooked from the get-go - we start our educations using a product that's really well designed, and we hold on tight.
Of all the people I've ever known who've purchased a Mac, not one would harbor the tiniest thought of switching back to a PC. And it's not because they make Photoshop for the Mac; trust me.
The next time you're near an Apple store, stop on in and play. Oh - you can right-click our mouses now, too.
Steve's Peeves
an ongoing list of designy things that bother me
- Taglines with three words: "Better. Stronger. Faster." "Shiny. Happy. People." Blech. The original - "Little. Yellow. Different." - was so distinctive that I can't hear another three-words-with-periods tagline without it sounding completely derivitive.
- Logos built around an arc. Like any fad, this one burned up on re-entry. In the mid- to late-90's, everyone had to have an arc/swoosh/curve in their logo, and they had to have it now. (And yes, I designed a few myself. I was weak.)
- The long, thin, scroll-for-ages website. Just not feelin' it.
- Bursts (multi-pointed badges) - no matter how well-designed they are (today they tend have that funky blown-glass look), they just feel cheap and schlocky. I can't shake the supermarket circular feeling they give me. "Half off on canned goods" - like that.
- The side-by-side comparison - you've seen it. You put a tricycle on the left side of the page (plain white background behind it, of course) and label it something like "Your Competitors." Make sure you keep the period in there, too. Then you put a chromed-out Harley on the right side of the page, and you label it "You." And you have to add some grey-dashed-line callouts, too. It's innovative, I tell you - or it was, the first time it was done - a decade ago.
- The old-timey movie effect in Flash - compressed sound, flickery effect, vertical scratches that move slowly from side to side, and the little splotches that appear from time to time. The thing is, I've seen it done many, many times, and it's almost always done well - but it just seems to easy to do and too common to really be effective.
- Thermography on business cards - the rubbery look on lettering has never spoken to me on a deep, personal level. I think this just falls into the "it's different so it's got to be good" category. Maybe someday I'll be won over by thermography, but I'd really rather see true metal-infused letters. Now THAT would be hot.
- The Flash book-style, page-flipping thing. Yes, the effect is astoundingly realistic - you mouse over the right page, the upper corner waves at you seductively, you click, hold, and drag to the left - it flips over, just like a real book. You, confused, begin sniffing your monitor for that new-book-smell. But again - it's so common now that it's lost that special feeling. It's gone, gone gone... whohohohooooah.
Makin' Progress
the status of a project I am working on right now
The Escape of Scimitar is a "just-for-me" project - a shamelessly violent side-scrolling Flash game starring a rough-hewn former supermodel battling her way out of captivity. How many enemies does she fight? Ha ha ha - I laugh at this question of yours. Why? Because I have developed a method where there are no "set" enemies - just a dizzying array of heads, arms, legs, torsos, that automatically generate new enemies on the fly. Bwahahahaaaaaa... fear me.Bonus feature: her scars and bloody wounds accumulate realistically, as she's hit by her enemies.
Kids love realistic wound algorithms.
Five Reasons Why Rushing a Design is Non-Optimal
(which we all know, but just to elucidate...)
- Letting a project percolate in a designer's head for a week or two can only improve the final result - bad ideas can come and go before they're even developed, while more solid, innovative ideas are likely to rise to the forefront.
- Testing technical issues in stages is a massive time saver. You need a dynamically-loaded series of video files integrated into your site? If there's time to test just ONE of those videos in different file formats, on different platforms, different browsers and different monitor settings, it'll certainly expose the most stable setup before going whole-hog on the rest of those puppies.
- Sitting on a logo design for a week or so after it's "complete" will likely turn up minor tweaks in color, typography, and other small-but-important elements. Better to do that final cleanup before you integrate that logo into the website, ads, the stationery system and anywhere else that will require slow, painful changes.
- Someone's going to miss something - a typo, a broken link, a digital asset for the InDesign layout - and you'll look amateurish, or worse - your project won't hit your compressed deadline anyway. And then all the frazzled nerves, last minute phone calls and disorganized e-mails are for nought. Shame.
- You'll be paying more for that last-minute launch. Aren't there better things to spend money on, like video games? Of course there are.
The Lowest Priority Project
The Designer's Website Goes Barefoot
We designers have the same old excuse for out-of-date websites - we're soooo busy with client work that we don't have time to add new work and information to our own sites. And often, it's true - we martyrize ourselves, saying "we're the only ones who will suffer from having a stagnant site". And that's true - but that's a bad thing, and it should be remedied.
I'm in the midst of a website update right now, which is the impetus for this bit o' text. I notice I'm putting up projects that are six months old - that's rather pathetic. I fully intended to add each project when it was completed, but with a slew of work on my plate, my trusty website - the one that serves as the primary means of obtaining new work(!) - got backburnered. Yikes.
I knew that it would be more efficient to add a bunch of pieces at once, rather than adding one-off's - so I delayed. I knew that existing clients don't tend to peruse my site at regular intervals, and that new clients wouldn't see any noticeable difference between logos, ads, websites, games and other projects that were completed months or years ago, and those I'd just completed. So why bother?
I believe all of those reasons have some validity - there is a benefit to mass-updates, and I doubt that anyone has ever found my website and contacted me for a new project because of any one piece that I'd just added to my portfolio. But is that reason enough to avoid site updates like a caffeine addict avoids decaf? Probably not.
The most compelling argument for keeping a design website - or any website, for that matter - fresh and vibrant, is pride. Even if no one else notices, I feel a huge sense of accomplishment and relief knowing that all of my latest work is out there, front and center, for clients old and new to take in. Only then can I sleep without guilt, and without dreams of FTP-file-dragging while mouthing the words "never again... never again..."
So, hey... if you see anything on my site that you didn't notice before... feel free to drop me a note. It'll make me smile.
Questions People Ask Me Regularly
No judgement here - I'm just documenting for documentation's sake. I've made a conscious effort to avoid any kind of answers, so take from this what you will. I'm going to keep this one going as the questions come in...
- Is it hard to think up a bunch of ideas when you know only one will be used?
- Where do you get all your ideas?
- How do you make a website?
- Is it exciting to know so many people will see your work?
- Is it hard to make a Flash game?
- Did you go to school for this?
- How much does it cost to make a website?
- Why is it bad to make an ad in Word?
- Does it hurt your feelings when a client tears your work apart?
- Can you make a logo that looks like this one?
- How do you make yourself be creative every day?
No Spec - What the Heck?
the issue that gets both designers and clients hot under the collar
This is a toughie for both clients (or potential clients) and designers. Here's the scenario:Someone starts up a new company. They've never hired a designer before, and it seems like a daunting task, so they decide on what seems like a reasonable approach. The client finds a designer, and, often providing little information, then asks the designer to "work up some ideas". If the client likes what the designer provides, they'll be paid. If not, the client will move on to another designer - no muss, no fuss.
It's understandable for someone who's never worked with a designer before to consider this to be an acceptable way of working - after all, the designer's previously completed work might not contain anything close to the client's ideas for his business. Can't the designer just do some work - really quick, even - and then the client can decide? That would make things really easy.
Here's the problem - let's use a logo design as an example, since that's often Project #1 for a new business. Logos require creative exploration, as well as a ton of research - about the new business and how the client would like it to be represented, and also the industry, the existing competition, the style of logo the client is comfortable with, what they do not like, what colors might turn them off immediately, how the logo will be used (online only, or maybe in black and white newspaper ads too, or broadcast on television, or on a large, 3D sign in front of the building) - certainly, there are many considerations for this kind of project.
Experienced designers won't work this way - they don't need to. But some younger designers will opt to give it a shot - they're not taking in the kind or quantity of work they'd like to, so it doesn't seem like a big sacrifice - and the potential for reward is considerable.
But it can hurt both client and designer - while designers may find their resources wasted, clients will often discover that the work they receive is sub-par, and doesn't meet their needs. Poor communication often leads to poor results. The client moves on, discouraged and with no better an understanding of how to solve their design problem.
My overused analogy: If you were building a house, would you feel comfortable finding an architect, asking them to work up some ideas for your house - and if you're happy with the ideas, they'll be paid and allowed to build it. Architects would scoff - why should a graphic designer's response be any different?
For designers: Have you ever done spec work?
(be honest now)
An Ounce of Professionalism
Put The Beret Down
When you work in a creative field, certain assumptions are made about you. It's assumed that you listen to bands that no one has ever heard of (guilty), people are predisposed to believe that you'll eat strange foods (uh oh), and you're generally expected to look and behave like an "artiste" - dressing like you're from the future, not paying attention to schedules, being unresponsive to e-mails - that sort of thing. The image of the turn-of-the-last-century Parisian impressionist - complete with beret - is not wholly invalid here. I've seen it happen.It didn't take me long to learn that even the slightest professional behavior - wearing an ironed shirt, preparing detailed outlines - even speaking clearly on the phone - has earned me points with clients. These things aren't exactly huge efforts - in fact, I once believed they were necessary to running a business - but apparently, not so.
It bugs the stuffin' out of me that the image of the aloof, carefree creative person still exists - but clearly, there are many of us out there helping to perpetuate that stereotype. "Ah, maybe he'll get to our urgently-needed website updates tomorrow - he probably got stuck at day two of Wizard World." Sheesh.
Clients have told me horror stories - designers took on their project, developed it 80% of the way to completion - then stopped answering e-mails and phone calls. What?! I even heard from one client that a prospective Flash developer said, on their first get-to-know-you phone call, "I'll call you back later - I have to take a [expletive deleted]." Come on, dude - you're messing it up for all of us!
But there's a benefit here - those low expectations can work to our advantage. It doesn't take much - timely responses to communications, well-designed business documents, sending source files before they're requested - to turn things around and impress clients. A little goes a long way.
Here's the flipside, though - I think there's a danger of looking too straight and clean when meeting with clients - especially clients working in an overly corporate environment. I think it's important to let a little of that creative edge leak through so clients see you as what you are - a "creative professional". Both words are equally important.
But still - ditch the beret. It's so 1921. Go for suspenders instead.
First Impressions / Second Looks
Ambitious and Nutritious
Things I Have Not Yet Designed, But Would Like To
- A toy store. Yes, the whole friggin' store - logo and website, too!
- A console video game. Not just an online, play-for-five-minutes, then-get-bored game, but a full-on video game.
- Film titles. Like the titles from Se7en, but even more idiosyncratic.
- Trade show graphics. I want to walk into a booth at E3 and have it be all me.
- A children's picture book - written, designed and illustrated. I've done my own, but it wasn't published. Houghton-Mifflin, give me a shout.
- An animated series. I want to build one, from the ground up. I'm working on it, slowly but surely.
- A clothing line. Well, maybe just t-shirts - but a full line. I've designed a few shirts and hats in my day, and let me tell you - it's cool to see people wearing your stuff. My college roommate saw someone on a train in New York wearing a shirt I designed in 1991 - and I'm still reeling from that. Yowza!
"If only I had known, I should have become a watchmaker."
Of website usability, Antique Road Show, and a comic book masterpiece thrown in to boot.
Whenever I read a hardcore usability study, I find myself agreeing with it more or less wholeheartedly (if that's possible). Yes, no one wants to take the time to learn how to use your website, so the navigation should be simple and direct. Yes, all information should be displayed cleanly, up front. There should be a clear visual heirarchy, no "mystery meat" navigation, use the most common words for each section, don't use Flash (or be one of the 1% who, apparently, use it well)... in general, don't make waves. Jakob Nielsen, you are "da man".But when I watch the Antique Road Show on PBS, I learn about things like watch complications. If you've never heard the term (I surely didn't before watching the show), it's the primary way watchmakers two or three hundred years ago distinguished themselves. If you could make a watch that not only told the time, but the day of the week, date, and the phase of the moon, you were considered to be at the top of your game, and you could charge top dollar for your timepieces - until, of course, your competitor added that much-coveted vampire detector feature (vampires being a huge threat back in the 18th century).
So, while I can say that I don't want to intentionally create a website that's difficult to use, I often feel like if I were to go completely by the book and not ever break a rule or two, never divert from that down-the-middle path, I'd never create anything remotely distinctive. It'll all be safe, inoffensive mush.
If watchmakers can get props for the complications that give their work added value and notoriety - and still make a completely functional, beautiful device - why can't designers?
(the title quote is from that smarty pants Albert Einstein, and the clock image is from Watchmen, which contains the Einstein quote. How very quantum.)
The Nature of Talent
When I'm well into my septuagenarian years, I'd like to take a decade or so to devote to studying the idea of talent. I've been hearing the term for over 30 years now, and I still have no real understanding of what it means.Trusted dictionary definitions of "talent" turn up phrases like "a characteristic feature, aptitude, or disposition" and "a special, often creative or artistic aptitude". I can work with that.
But the thing is, I hear "talent" used all the time to describe what I think of as skill. I recently heard a friend described as a "talented database programmer". He's is great at it, but I think he's a very skilled programmer. His talent - the qualities he's shown since youth - were probably more along the lines of organization, analysis, and structure. That was, I believe, the basis for him to learn his database skills. I daresay he was not hitting the code books while in preschool.
This is why it bugs me: though creative professionals tend to hear compliments like "you're so talented" and "I wish I had some of your talent" on a regular basis - always used in a complimentary way - I think it can frequently come off as dismissive. Those who've never truly indulged a creative urge (much less made it their course of study and their profession) tend to assume that what comes out of a designer (or musician, author, filmmaker) comes out naturally, and with ease. I don't agree.
I can tell you that I considered myself to be very talented in the artistic sense up until college. I'd had teachers massage my ego - I was even placed in a special art program. When I became a Graphic Design major in college, though, I actually learned to harness that raw talent and apply skill and technique to what I already had - which was, in retrospect, a very modest aptitude.
I'm embarassed to admit that I have not yet read "Art Is Work" by the Godfather of graphic design, Milton Glaser. I did, however, read an excellent interview with him in which he seemed to be confronting the same issues in the book's title. Art is hard work, every day - and coming from Uncle Miltie, that's a comforting sentiment.
If I do have a point here, it's this: Creative professionals work their hineys off to create their best work. Maybe it's better to compliment their efforts, rather than their inborn aptitude, when you're pleased with their output.
Results here are not conclusive - check back with me in another four decades.
(photo: portrait of the artist as a young geek)
Just Enough Rope
Horrible Things Clients Have Said To Me
These are things clients have said to me that have stung the shit out of me. And I offer no defense here - there may be some truth to any of these comments. I can say that they've stuck in my head since they were spoken (or e-mailed) and because of that, none of them were taken lightly, and I've taken steps to improve anything I felt needed improving.
Though it would be incredibly egotistical, I may have to compose a "Compliments I Have Received From Clients" list - just to cleanse my palette after this one. Ugh.
(this was, by the way, the least time I've spent writing a list on this lens)...
- "I think you just rushed into that project without really thinking about it."
- "I haven't seen anything in your designs that I liked enough to pay for."
- "I can design a better logo myself."
- "I feel like you padded out this invoice."
- "I feel like you increased this estimate to compensate for the trouble [unbillable time over estimate] we had with the last project."
- "It couldn't possibly have taken as much time as you're claiming."
- "Do you really plan to charge me your full price for a project that I'm so unhappy with that I won't be using at all?"
- "You didn't act like a professional."
- "I told you what I needed, but you went off and did what you wanted to do anyway."
- "The fonts you picked look totally cheesy. Did you listen to me at all?"
- "The game you made is boring and unplayable."
- "My impression of you is that you do this as a hobby, and not as your job."
- "We were hoping for something that looked... better."
Don't Touch My Crutch
Avoiding Design Ruts Via Public Confession
I'm not above admitting that I have my own well-worn work methods, but before I get too set in my ways, I'm choosing to catalogue them here. This way, I'll shame myself into trying something new the next time temptations arise.
- Using the same small selection of fonts for websites, because they've been proven to work well, and exploring other options will add additional time to the project.
- Laying elements out in a simple grid, because it's always going to look at least halfway decent.
- Not exploring more ornate image effects because of the time and effort involved in developing them.
- Using a simple one- or two-color (plus black) pallette for a particular project, because there's less risk of colors not working together if their numbers are limited.
- Working with standard Photoshop brushes, rather than creating custom brushes, because it takes less time to work with out-of-the-box tools.
- Not looking into using stock photography, because the client will probably want to avoid spending extra on it.
- Using the same Photoshop effects (drop shadow plus outer glow) on text laid over images, because it's the easiest way to make sure the text remains readable.
That's Not My Job
The Ever-Expanding Role of "Designer"
- Maintaining Macs - I never expected I'd be opening my computer, installing new hard drives, resetting the battery, using Disk Warrior to clean up the directory, and performing many other tasks listed on the Mac Genius job description. I tell you this with zero hesitation: I have tapped into the kernel and lived to write about it.
- Communicating with hosting companies - I've logged many phone hours with internet hosting companies, mostly on behalf of my clients. Usually these calls involve a lot of waiting (especially before you speak to a representative from the company), a lot of frantic scribbling/typing, and at least one follow-up call. A good speaker phone helps.
- Setting up networks - and keeping them secure. If you do it perfectly, there's no real reward - you just get to be connected, and not be hacked into. If you mess up - you've got trouble a-comin'.
- Tracking packages - copy from e-mail, paste into FedEx/USPS/UPS tracking field (make sure to accept their terms!), get details, and update anyone who needs updating on where that durn package is. Excitement embodied.
- Invoicing - does anyone ever relax in a nice bubble bath, surrounded by candles, sip champagne, and fantasize about writing up detailed invoices? I sincerely hope not. But a clear, detailed invoice makes everybody happy. And happy is good. And good is... nice.
- Creating a project brief - this is the way designers get work, and the value for us is it forces you to go over the information your client (or potential client) has given you in earlier discussions. Working out a detailed brief can also spotlight potential problem points before they come up. Which is great - I just don't remember my 8th grade art teacher ever mentioning the "project brief" term. She liked my egg tempera work, though.
- Proofreading and editing - I'm the graphics guy, not the text guy. Or so I thought. But when a client has developed rough copy for their website and/or brochure, and it's going to go live/be printed tomorrow, and the client's wife is out of town, I pull out my red pen and start correcting.
- Backing up files - an absolute necessity. I lost a hard drive once, back in ought-one, and almost lost all the data it contained. A wise Mac tech imparted to me some pearls of wisdom, and I took that wisdom to heart. Now I'm an unabashedly paranoid backupaholic. I even have a backup of this Squidoo lens... just in case. Seriously.
Self-Improvement Plan
But for as many skills, both creative and technical, that I've acquired, there are always more ambitions on the horizons. I hereby publish this list as means to formalize my plans (so I don't wuss out):
- PHP - I want to do more than set up "Email a Friend" components and contact forms.
- Video Production - I want to make short films. Working on this one actively now.
- 3D Design - I want to use Maya, a program I have thus far only read about. I feel a true 3D robot in my future.
- Flash remoting - I want to set up a Flash site that a client can administer to remotely, adding content at their whims. It'll come in time, I'm sure.
- Databases - this one makes me shudder, but I want to have the capacity to create a full community site with user login, control panel, and cross-user-interaction. Maybe a holiday with me, my Mac, WIFI and a remote location will help bring this one about.
- True multitrack recording - I want to be able to record a full band at once - specifically, a full drum set, which is the toughest row to hoe in recording. I'm pushing hardest on this one now - I've got most of the gear, the software has been ordered as well as a spankin' new MacPro - just for music - and I'm setting up the space. Let me know if your band needs to cut a demo - I'll be able to help you out shortly.
Where Do You Get Off?!
Remember this always: Jimi Hendrix never took a guitar lesson.
A designer friend once criticized text I wrote for a brochure I'd been designing - he thought it was too friendly in tone and didn't have a strong enough marketing bent. I was reasonably happy with my output, and besides - my client didn't have the budget to hire a copywriter, so he'd asked me to assemble a few short paragraphs from a variety of bullet-pointed presentations he'd developed on his own.So after my friend gave me his opinion of my writing skills, he added this zinger: "But it's okay - you're not a writer."
I... guess.
I mean, I had the same English courses everyone else did at college, but it wasn't my major. I've taken many screenwriting courses, but I haven't sold a screenplay (yet). I've always enjoyed creative writing, especially when integrated with my own art and design (websites, comic books, animation - that sort of thing), but I've never had been paid JUST to write something - it's always been part of a bigger design project.
So is it wrong that I still think of myself as a competent, passable, even "decent" writer? Or is that too cocky? I think not.
There's something magical about being paid to do something that allows others to think of you as a professional. I'm sure that of the thousands (tens of thousands?) of actors in L.A. who've studied the craft for years - but who haven't yet had a paid acting gig - many of them are quite good at what they do. If they get hired for a soap opera tomorrow, they'll instantly be able to call themselves professional, working actors - even though their skills will be no better after they've hired than they were before. And I'd be willing to bet that some percentage of their friends will instantly change their opinions of their actor-buddy, once they get their moment of glory on "As The World Turns".
These days, we all have to stretch a bit beyond the strict definitions of our jobs. Small business owners are doing their own marketing. Traditional photography studios are getting into digital image correction. And I'm sure there are some writers out there who are designing their own books - why not the opposite?
I acknowledge that this cuts both ways, though - so when that actor from the daytime drama criticizes my designs, I'll have no choice to but to sit back and accept their critique like the professional I am.
When I told this same designer friend of mine that I was writing a book, he asked, "What? Have you ever done that before?!"
Some people.
Kill Fees Are Killing Me
A Conversation With a Friend
This is a conversation I had with a friend, who, not surprisingly, works in Finance:friend: "So, any cool projects going on?"
me: "Well, I'm working on this magazine illustration, but they might go with a photo instead."
friend: "What happens then?"
me: "I'd get a kill fee - they pay if you did the work but it wasn't published."
friend: "Oh, okay. That sounds fair."
me: "You think so?"
friend: "Sure - you're getting paid anyway. Isn't that good?"
me: "Yeah, but the work doesn't get out there. No one will see it."
friend: "Oh okay, I get it - if it doesn't get printed, it won't have the value it would have if it did get published - the magazine's readers won't see it, you can't put it on your website, and no other art directors will find your work from that piece, so you lose that chance of them hiring you."
me: "Well, yeah, all true - but that's not the main reason why it would be bad."
friend: "Then what is the main reason?"
me (desperate, prideful tone): "I worked on it for three weeks. I did five rough layouts, a color comp, and spent probably 12 hours on the final illustration, creating every building, every expression, tweaking each line, each shape, each color so it was just the way I wanted it."
friend: "Okay, but you're still getting paid for all that work."
me: "Yes, but think about it like this... if Steven Spielberg spent a year on a movie, writing the script, hiring the crew, casting actors, directing every shot so it was perfect in his eyes, editing it... and then the studio dumped it for some reason and said they'd never release it - it would never be seen by anyone - don't you think he'd be a little bit disappointed?! Don't you think that would affect him in some way, when he started working on his next film?"
friend: "Oh - so you think you are to illustration what Spielberg is to movies?"
Grrrrr.
If You Insist
Last-Ditch Guidelines When You Can't Hire a Designer
- You can't change a file format just by changing its extension - so if you need to send a JPEG, changing the suffix from .eps to .jpg doesn't do diddlysquat - except confuse people (and computers).
- You can take a low-res .jpg into Photoshop or another image manipulation application and make it 300 dpi, but it will never look as clean and crisp as the original high-resolution file (if one exists). Never ever.
- Do not fear the white space.
- If you're using a logo, don't stretch it horizontally or vertically to fill up a space. It's far better to have a small, in-proportion logo than one that was originally wide, but is now stretched vertically to fill a square space.
- Same with photos. Expand proportionately - grab the handles in the corner to resize - not the side handless - and hold down that Shift key.
- Using no image might be better than using a piece of clipart.
- RGB for screen, CMYK for print.
- 72 dpi for monitor usage, 150 for inkjet, 200 for laser, 300 for offset - and 600 for pure black and white lineart.
- If you save a .jpg once, it adds visual compression - and every time you open and re-save that .jpg, more and more compression gets piled on - so the image will look worse with each save. The file size won't get any smaller, either.
- You can't edit a .pdf - except with Adobe Acrobat Professional - and you probably still shouldn't do it that way. And no, sorry - Adobe Reader is not the same program. Get the source file that generated the .pdf if humanly possible.
- Making each letter in a word a different color? Not as attractive as you think it is.
- Word and PowerPoint have atrocious color handling "capability". Those pograms can't handle CMYK-mode images. Since the "K" in CMYK stands for blacK, all your blacks will become a horrendous combination of all four printing colors. And since most printers don't print perfectly, the edges of those black areas are going to look unclear. Of course type, with its thin lines, will look the worst, so try to make all your black text actual text, and not part of a graphic.
- One solid, legible font for a document is most often better than using three decent fonts. It's always better than using a different font for each headline. If you do that, people will laugh at you and call you names behind your back.
- Create a three-tier hierarchy - large, bold fonts (maybe 14-16 points) of one color for the biggest section headings (there should be the fewest of these), a smaller (about 11-13 points) bold font of another color for the sub-sections within those main sections, and an even smaller font (8-10 points) for the main text. Once you've locked down your hierarchy, stick to it at all costs.
- Increasing the space between lines lets the eye breathe. Yes, eyes really can breathe.
- Underlining was invented for the typewriter. You know - that tool that hunt-and-pecked out its death rattle a couple decades ago? Now, it's used for links on websites - and in cheesy print pieces by people who are not designers (sorry - that was harsh). So instead of underlining the text you'd like to emphasize, why not just bold it instead? It'll make you feeeeeel good.
- If you have a lot of fonts, that's wonderful. Just don't expect everyone else to have the same fonts you do - they won't. Designers "collect for output", and gather up all the fonts and images needed for their layouts. Word doesn't have that feature, so if you have to send your Word file to someone else for printing, make sure to manually find the font files you're using and include them in your .zip file or on your CD. Better yet, purchase pdfFactory (or a similar program), which will allow you to generate a much-more-professional .pdf version of your layout - and the fonts will be embedded (Mac users, of course, know they can automatically generate .pdfs at the system level, from any application).
- Times is the default font on almost every computer post-ENIAC. It might be wise to use a different font - even if you have to purchase one.
- Huge typefaces are good for road signs, not for brochures.
- Animated gifs are a great way to spice up your website! No they're not - they almost always look like poop.
- Setting up a grid (or guidelines) is a simple way to create a cohesive page layout.
- Butting each element right up against the others causes the overall page design to look crammed. Leave some room between your text, photos and graphic elements, and the world will be your oyster. Or they'll beat a path to your door. One of those.
- Ornate fonts - the kind with curlicues or built-in 3D effects - are called "Display Faces", and they're intended for very limited use - like the initial capital letter you'll sometimes see used to indicate the beginning of a paragraph. If you use those fonts for all of your text, people will assume that you are utilizing hallucinogens.
- Spell check is good to do. And, it is free.
Why I Am Cautious
(in relation to design, as well as life in general)
They say your experiences shape your personality, and I have no doubts about that. I've had many incredible experiences with design, and I've met people I respect and admire - but I've had some abominable incidents too - quite a few - and they've prevented me from ever being an eternal optimist.
Here are a few of those experiences. I hope rather than sounding bitter and negative, they're helpful in an "I've been there" kind of way to those entering or about to enter the design industry.
After listing all of these, I'm seriously starting to feel like something is wrong with me. I need some tea.
- As a senior Graphic Design major in college, I was required to develop a personal logo - an identity to be placed on my resume, letterhead, envelopes, and business cards, as a means to get a job after graduation. My logo was very well received by my fellow design students, as well as my teachers. One teacher told me it was the strongest logo he'd seen come out of the school, and I'd have no problem getting the (entry level) design job of my choice.
I graduated in 1992, and couldn't get a job in the field of design for another 3 years. - A personal connection introduced me to the head of a firm that develops toys and toy packaging for major toy manufacturers - movie tie-ins and everything. This firm is located less than a mile from where I live. The head of this firm told me that he felt fortunate to meet me, that my style would blend with with theirs perfectly, and he assured me that he would have loads of freelance illustration assignments for me shortly. "I PROMISE you, Steve, you WILL be working for us. Just call me every week and I'll let you know when I have something for you." (emphasis his).
I left their offices feeling elated. That was in 1997. I called weekly, as requested but could never get the head of the firm on the phone - nor could I get a return call. Eventually his receptionist asked me to stop calling. I did. - I interviewed for a job at a large web development firm. This firm, I discovered, had been founded a few years earlier by a friend from college, with whom I'd lost touch. This firm also had a famous drummer as their client, and his site needed a refresh (and I am a drummer, which they knew from my resume).
Because of these connections, I felt I was "in". They introduced me around the office, in my three hour interview/visit. They even offered me advice on which roads to take on the way to work, once I was hired.
Then, they called and said they hired someone else because that person had superior HTML skills - HTML being something they'd told me I would never have to do - their team of coders (12 coders in a company of 30 employees) handled exclusively.
Eventually one of their clients came to me for a big website development project. It was very, very difficult not to gloat. - I interviewed for a firm that created interactive presentations for kiosks. The interview went very well ("You're exactly the person we're looking for", I was told that day) and all I needed to do was complete one freelance project for them first ("just a formality - something we like to do before we hire anyone") before they'd make an offer.
The project came in, and my one point of contact was an unpleasant, disorganized traffic manager with horrific communication skills. She either sabotaged me intentionally, or she was so befuddled in doing her job that she impeded the flow of information to me, and my completed work to the firm. Senior management was unhappy with the results, or so I surmised - the offer never came. - An animation teacher had met the owner of a notable agency in Philadelphia. When I was still looking for a job, this teacher kindly gave this person my name, and recommended me to him. I set up an interview - the worst "interview" ever. On a bitter, snowy winter day, I unknowingly parked 12 blocks south of the firm's office. I ran, portfolio in hand, and arrived on time - but sweating like a fool.
I was kept waiting by the firm's owner for over 45 minutes. He trudged into the interview room, made no apology - he did not greet me. I said hello and he scowled silently. His assistant passed him my portfolio, which he flipped through in under one minute (15 pages in 55 seconds). Without looking at me once, he said, "We do not do any work like this" and crawled out of the room - probably into his dungeon, to torture children. - A friend connected me to the art director of a large music manufacturer/CD duplication service that was local to me. The art director and her father (the company's owner) delighted in my portfolio, holding up individual pieces and gleefly saying, "Can you imagine if we had someone here who could illustrate like this from scratch?! We wouldn't need to use stock photos!" They admired my hand-drawn typography, saying it was just like - but better than - fonts they'd purchased. Being a musician (okay - a drummer) and being in a band was a huge plus as well - so they claimed.
A week later, the company sent me a form rejection notice.
Five years later, my band used that company to manufacture our first CD. I designed the cover, worked with the same art director who didn't remember me at all. She was impressed with my packaging design, though. - I'm going to name names here. I sent illustration submissions into Highlights Magazine in the mid 90's. I followed their way-too-particular submission requirements, wrote a cover letter, sent in the package feeling confident that my style was very kid-friendly and would jibe with their sensibilities.
They wrote back - three months later. "Your style is not what we're looking for, and we will not be using you. Do not submit your work to us again at any point in the future."
That. Was. Mean. - A large weekly newspaper had an open call for illustrators, which a friend alerted me to. I had been working a non-design temp job - which paid terribly - and I took a day off to go through the required process of dropping my portfolio off in the city (pre-digital days, kids - this was 1993) and wait for the results.
I ate lunch, killed time, and four hours later picked up my portfolio from the chipper art directors (there were two of them) who'd reviewed it. They said I'd find out their response soon. I assumed they meant by mail, but when I got back I found mustard-stained note in the MIDDLE OF MY PORTFOLIO PAGES! It just said, "Not interested."
One year later, they were fired. A new art director came in, and she actually knew my name and work from a zine I'd co-published with a friend. I was hired for a series of spot illustrations, and eventually, I illustrated the cover of a special summer issue. Circulation: 600,000 issues.
Whew. I was hoping to end this list with a semi-positive experience. Mission accomplished.
An Analysis of the Relationship Between Visual Design and Audio Recording
How very academic of me.
- In Photoshop, we can create a histogram, analyzing the spectrum of an image file. In ProTools, an audio manipulation program, a visual representation of a sound file's frequence range can be generated.
- Similarly, in Photoshop we can compress an image, bringing the dark and light ends of an image closer to the center point. Audio recording allows the very same thing, proportionately raising the volume of the quieter, more subtle notes of a bass so they're closer to the level of louder notes in that track.
- What are Photoshop's layers, if not the image-oriented equivalent of multitrack recording?
- Effects in Photoshop = effects in audio recording - they are represented live while previewing the file, but they're not permanently attached to the layer/track until you rasterize layers in Photoshop, or apply the effect (or maybe record with the effect on) in an audio application.
- You feather an edge in Photoshop to ease the transition between two pieces of the image. Same deal in audio recording, via the crossfade feature.
- In both image manipulation and audio recording, it is good - very good - to determine the resolution and format you'll need your final output in before you begin work on the project.
Books I Have Purchased, Read and Enjoyed
This has been consistently heralded as the greatest comic book/graphic novel of all time - with good reason. It is. If all goes well, it should be released as a feature film in the next couple of years, so if you haven't yet read it, pick up a copy now and feel cool when all your friends are talking about "that new comic book movie".
Chip Kidd: Book One
I've seen The Kiddster speak at the Philadelphia Library twice now - the man is hilarious, and he has the best stories from the calamitous world of book cover design and publishing.
The Monster at the End of this Book
Classic Muppet literature. Long before M. Night Shyamalan became known for the twist ending, Jon Stone and Michael Smollin had perfected it in this Big Little Golden Book. Not to be confused with its lesser sequel featuring Elmo.
Recording Tips for Engineers
A new purchase. I'm about to build a recording studio, and this seemed like a great general guide. It does contain an embarassing double-error - the author uses "your" and "you're" in the same sentence, each in the place where the other word should go. Ouch. However, in the drum miking section, he discusses working with the late Eric Carr of Kiss - that sealed the deal for me.
Rebel Without a Crew
A purchase from the early 90's - all the more apropos now, what with the digital filmmaking revolution at all. Great anecdotes from Robert Rodriguez, including his advice to filmmakers who claim to love working and editing film (as opposed to digitally) - he advises them to "lay in bed, roll all around on your film - sleep with it if you love it so much!!" That makes me laugh.
I currently own an Alien, Predator and Boba Fett made by Metal Park... they are frickin' nice!
Fetching new data from eBay now... please stand byDel.icio.us De.si.gn
Design feeds with all the fixin's:
Cool Animation Stuff on CafePress
That Little Burst
design, illustration, and animation websites that give me "the juice" of creative inspiration when I need it
- lookandfeel | new media (original version)
- I loved this site when I first saw it, and I love it still - even if the original company was acquired and it's not the main version of the website anymore. Hey, at least they were smart enough to link to this original version on their homepage, right?
- The Chopping Block
- "World Domination Through Graphic Design" is their motto, and they're well on their way. They bartered design work for an original song by They Might Be Giants - that is some smart business.
- 2Advanced Studios
- Considered the grandaddy of all Flash sites. The current version is pretty subdued and trancey - check out the earlier, more amped up style.
- Cartoon Smart
- This is a site that sells Flash tutorials - the creator, Justin, has a really beautiful drawing and animation style, and he cuts no corners in his execution. His prices seem very reasonable for what he offers - looks like a great way to learn Flash.
- Rob Kelly - Illustrator
- This is my friend Rob - he's a top-notch illustrator with a sharp, modern style that's garnered him some equally top-notch clients. His take on the Universal monster posters is unbelievable - if they're ever re-released in theaters, Universal should give him a call.
- Levitated
- A friendly organization (by their own claim) founded by Jared Tarbell, a conceptual Flash mathematical genius guy with a big beard. Levitated contains open source Flash files, which means they really are friendly. And they must be busy as heck, since they announce on their site "we are not accepting new work at this time".
- Smeshariki
- I found out about this Russian cartoon, which has somehow produced over 200 5-minute episodes, through a roundup of top Flash animations. I love, love, love the style - it is just whimsical and wonderful. Though I don't speak the language, I don't think I'm losing much - the animation style speaks volumes. Yummy.
- World of Wassco
- The website of illustrator Chip Wass - he did the spiffy superhero on the cover of Seth Godin's "Free Prize Inside". Chip's site has a jazzy 60's feel. His modernized Banana Split character designs are awesomelicious.
- Orisinal
- Ferry Halim has created an arsenal of simple, elegant, dreamlike Flash games. "Games" is probably too formal a term - they feel more like explorations. His style is consistently impeccable. Play a little and explore.
- Luc Latulippe
- Excellent Canadian illustrator with a clean, sassy style. His renderings are absolutely luscious. And - he likes to draw robots. I own one of his robot t-shirts, and I wear it with pride, and with pants.
- nati-art
- I would have loved to have read a children's book illustrated by Italian illustrator Natalia Pierandrei. She uses pen and ink and watercolors to evoke a unique blend of anime, art deco and a classic European comic book style. She gives away free buttons with her illustrations, too.
- Vector Park
- This is some wild stuff. It's difficult to create atmosphere using vector art in Flash, but this site does so, and does so very well. I'm crazy about the games/activities/widgets on this site... just don't ask me what it all means - if you do, I'll have to run away.
- Bitey Castle - Brackenwood
- Bitey is the star of the Brackenwood movies, award-winning Flash animation by Aussie Adam Phillips. With Brackenwood, Phillips has used Flash to create a multifaceted, cohesive world, and the animation community has taken notice. His use of cinematic effects and original music is groundbreaking, and deserves to be viewed - preferably with a nice cup of tea, and some uninterrupted viewing time.
- www.ertdfgcvb.ch
- I guess this site is Czechoslovakian, and I guess its name is just the URL. I don't know, but I do know these Flash experiments are unbelievable. I will say no more.
- Heiko Muller - Paintings and Drawings
- Creepy, eerie works from German artist Heiko Muller. Spooky stuff, but completely entrancing.
- Tara McPherson - Illustrator
- Tara McPherson's work is gorgeous. Kinda goth, kinda anime, more than kinda neat. She creates posters, comic book covers, editorial illustrations, advertisements and more. I want to own her War Wound Qee, a bear toy covered in bandages... even though it frightens me a bit.
- Hi-ReS!
- These London-based developers are best known for the amazing Donnie Darko and Requiem For a Dream websites, but they've done much more. Check out their promo site for The Fountain - it's got atmosphere out the wazoo. Darren Aronofsky must love these guys.
- Eric Sturdevant Illustration
- I came across Eric on MySpace, and was really impressed with his work. His style is fun and contemporary, with a strong influence from children's books from the earlier part of the 20th century. His illustration of Salma Hayek is smokin', too!
- Bearskinrug
- Bearskinrug is "The Professional Webspace of Illustrator and Designer, Kevin Cornell" - it's very British (though I believe Mr. Cornell now lives in Philadelphia) and very well put together. Kevin does a lot of editorial illustrations for various publications, so there are a few different styles shown here that all work well together.
Check it out - and make sure you try out "The Bear" on his Work page - it's a fun little gadget that will make you shout "vunderbar!" at a loud volume. - Supertotto
- Amazing pixel art from Italy. His superheroes are especially delicious. You never knew anti-anti-aliasing could look this good, did you? Didn't think so.
The MAKE Blog - Do It Your Way
Artsy Anime-tion on Netflix
- 001- Corpse Bride

This animated Tim Burton tale set in 19th-century Europe centers on Victor (voiced by Johnny Depp),...- 002- Flushed Away

In this lively comedy from DreamWorks Animation and Aardman Features (Wallace & Gromit), London high...- 003- Princess Mononoke

In this anime epic from director Hayao Miyazaki, Prince Ashitaka (voiced by Billy Crudup) is infecte...- 004- Nausicaa of the Valley of the Wind

Faced with almost certain destruction of her planet's natural resources, warrior princess Nausicaa r...- 005- The Invincible Iron Man

In this animated adventure based on a Marvel Comics character, billionaire inventor Tony Stark digs...- Try Netflix free for 14 days
JamBase - Bands I'm Diggin'
Everyone here makes music that causes me to smile goofily.
Creative Jobs in Philadelphia - from Indeed Jobs
If you're looking for a job as a designer, illustrator, animator, or other creative position in and around Philadelphia, check out these hot opportunities.
- Art Director (w/m)
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Art Director (w/m) - Media, PA
Media Applications Art Director (w/m) CONRAD... von Styleguides Ausarbeitung pixelgenauer Design-Templates unter Einbeziehung eines ausgeklügelten... ... - Agency Art Director
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Creative Circle - Philadelphia, PA
Position: Agency Art Director Salary/Rate: DOE... Design Start: 12/2/2009 Our client is an integrated advertising agency who is looking for a solid art... ... - Art Director
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Digitas - Philadelphia, PA
looking for an Art Director to join our team. Art Directors at Digitas Health provide design leadership on... on assigned projects. The Art Director is responsible... ...
Reader Feedback
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- Michael_Gaudet Michael_Gaudet Mar 22, 2007 @ 7:25 pm
- Hey Steve. You have layed out a sthooper-dooper lens here. I enjoyed reading through it and actually read every word with steadily increasing interest. I defer to Snaz. Lol means lol, lol!
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- snaz snaz Nov 14, 2006 @ 12:10 pm
- Very nice! I found myself laughing, or nodding my head in agreement several times while reading your lens. Bravo Steve!















