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Not trying to be a one man studio at all! But I do know exactly what I want to do and who I want to work for after gaining some experience but I also know (through research in the field), I'm not going to be hired directly into the field I want to go in (that being a concept artist for a video game company.) As a video game designer, you actually do have to be knowledgeable (not an expert) at everything, kind of like a jack of all trades because, chances are, you're not going directly into what you want to do. Most people in the video game industry start off as qa tester and to do that you have to know a bit of programming, drawing/technical skills won't help here.Well, actually I would say thats good when starting out, and for the first few years after graduating college. At that point you probably don't want to specialize in one area - and it makes sense because you won't have enough experience to say you're a specialist. Generalists are good but at some point - when you do too many different things, you aren't focused and you aren't GREAT at one thing. If you are in the right company, designers design, developers code, and the two don't need to mix. Even better companies have its own research and ux department. You should be aware of existing and upcoming technologies and how things actually work, but you don't necessarily have to be the one that does it all. There's this thing called T-shaped people, where you're strong in one area, but pretty aware across the board of other things as well. That is helpful. It shows you're a well rounded person. Its awesome to be curious. But I don't want people to think they have to know 10 different facets of design. To really last in the industry, you need to learn to solve problems and be a great thinker. Anyone can learn tools. Explore, find what you're good at, and concentrate on that area.
It also depends on where your career arc is. If you're trying to be a one man studio, then yes you either need to do everything yourself or hire freelancers to help where you're weak at. But, there are only so many hours, so many years, that one can dedicate themself to - and more often than not we're victims of distractions that aren't necessary. And if you're trying to get in a company - its more often about being the right fit, not the level of talent. The company is building a team - don't be mad if you get passed up, just make sure your portfolio reflects the job application. And also make sure your portfolio represents the work you WANT to do. Too often people throw in things just to give it extra weight or show off other parts of them - like I said earlier, its a distraction.
Also, for those curious
http://www.coroflot.com/designsalaryguide
Ive always had a knack for graphic design, went to school for it, but kinda fell off of it for a while. Kinda weird how I got back into it.
About 3 - 4 year ago, I had jailbroke my iPhone and was putting different types of icons on it, at the time I had just bought my first Android phone but there was no designers out there that made cool icons like the iPhone. The iPhone graphic designers are a whole different beast, just great talent. I wanted some new Android specific icons that I requested from the iPhone guys, and the designers behind them didn't want to make any OR they had a bunch of NFR icons. So I said, f it, ill make my own. Who would of thought, 4 icon packs later, and now Im hit up pretty often for freelance stuff, which as moved to more than just icons, now website designs, logos, business cards, pretty damn cool. I even signed a contract with google to use and design upcoming icons / ux stuff for apps.
I do want to move more into actual programming though, as of right now, I have moved more into android app developer and have made a few - personalize / theme apps, but I want to do bigger - better projects. I got a lot more to learn.
Posting for later
Yup, I bought CS4. No previous icon experience or tutorials. Just determination, motivation and A LOT of free time.Ive always had a knack for graphic design, went to school for it, but kinda fell off of it for a while. Kinda weird how I got back into it.
About 3 - 4 year ago, I had jailbroke my iPhone and was putting different types of icons on it, at the time I had just bought my first Android phone but there was no designers out there that made cool icons like the iPhone. The iPhone graphic designers are a whole different beast, just great talent. I wanted some new Android specific icons that I requested from the iPhone guys, and the designers behind them didn't want to make any OR they had a bunch of NFR icons. So I said, f it, ill make my own. Who would of thought, 4 icon packs later, and now Im hit up pretty often for freelance stuff, which as moved to more than just icons, now website designs, logos, business cards, pretty damn cool. I even signed a contract with google to use and design upcoming icons / ux stuff for apps.
I do want to move more into actual programming though, as of right now, I have moved more into android app developer and have made a few - personalize / theme apps, but I want to do bigger - better projects. I got a lot more to learn.
Did you use your previous experience to make your icons or just tutorials online? Did you use PS?
Correct.All smartphone icons are pixel art right Boost?
Dude, your UI/UX look is on point.
Truth.
This business is nothing but hustle. To be in this industry you need to keep working hard and wanting to make yourself better. You have to put up with the long days, longer nights, screaming creative directors, etc.
You also have to promote yourself like a boss. A website and/or a behance isn't enough. Write art blogs, distribute them to bigger art blog sites, join online design comps (like www.thetypefight.com) so that people can see your work. Because it's most likely that someone can do the same thing you can do (maybe even better) but if your name is more common household, people will go to you first.
Also, this is pretty common sense, but NEVER burn a bridge. Keep any kind of conflict very business and very professional. The creative world is smaller than people think. So, if you screw over someone in LA, they might know someone in the company in NY you're applying for and they'll get you denied that job. I've seen it happen to people and those people are scrimping by through semi-bad mom and pop shops because they've been blacklisted in a way.
I think talking about contracts and deadlines is something to bring up that will be good for the people on here that would do freelance work and what not. I can't personally shed any light but maybe others can.
For people that have the experience with it, what is your normal turn around with your work? Month for logo? Is it longer for websites? Also can you breakdown the timeline of how things are processed?
Like for example, I would think a project would be similar to this, give or take.
- Talk with client to get a feel of what they want and their ideas.
- Bring back sketches and mock ups with also a contract breaking down the price and due dates. Client sheds more of their thoughts to see if they are on the same track.
On a sub note, do clients pay half now and half later?
- Week later, bring back rough draft of product with a more finalized render. This could be color print outs, unfinished web pages, etc.
- Week later bring final product to client with them giving final payment and signing off on the contract stating this is finished.
Also can people talk about their personal contracts? Like what do they consist of to certain clauses to have on there so you don't get into some sort of pickle with clients asking you for more work than you are getting paid for. Again I just think this is good for people to know. I know some designers work hourly and literally have a clock they click to count it all. What are your hourly rates?
When I usually do freelance, it goes like this:I think talking about contracts and deadlines is something to bring up that will be good for the people on here that would do freelance work and what not. I can't personally shed any light but maybe others can.
For people that have the experience with it, what is your normal turn around with your work? Month for logo? Is it longer for websites? Also can you breakdown the timeline of how things are processed?
Like for example, I would think a project would be similar to this, give or take.
- Talk with client to get a feel of what they want and their ideas.
- Bring back sketches and mock ups with also a contract breaking down the price and due dates. Client sheds more of their thoughts to see if they are on the same track.
On a sub note, do clients pay half now and half later?
- Week later, bring back rough draft of product with a more finalized render. This could be color print outs, unfinished web pages, etc.
- Week later bring final product to client with them giving final payment and signing off on the contract stating this is finished.
Also can people talk about their personal contracts? Like what do they consist of to certain clauses to have on there so you don't get into some sort of pickle with clients asking you for more work than you are getting paid for. Again I just think this is good for people to know. I know some designers work hourly and literally have a clock they click to count it all. What are your hourly rates?
Typical UX process for a new product, though some areas have to be flexible. I don't believe in a single process across the board - you need to adjust. Some people believe in one process for all, and it can work too.
- Vision statement
- Research competitors/similar apps
- Conduct user research/interviews, Affinity Diagram research, Create personas
- Competitive analysis
- Mental model, List all user tasks, Card sort, Taxonomy
- Create feature list/matrix
- Create user/site flows
- Sketch/wireframe major level screens, create prototypes, present a few options
- Usability test prototype with various stakeholders
- Update wireframes/prototype based on results, present revised option(s)
- 2nd usability test with stakeholders/field
- Final revisions (hopefully, if not, repeat last few steps)
- Create deck with annotations for handoff to development (very important)
- Start visual designs
Notice all of that happens before you do any sort of design that the user would see. I didn't even get into that part. When a client asks, how long something is going to take, I run them through a few scenarios, because in most instances, I won't be the bottleneck. And when executed correctly, the client will see the process and how it works, why it works, and why you're good at what you do. I also stress the process rather than jumping ahead steps, say directly to wireframes or to visual designs - because alot of back and forth could possibly be saved when you work out with the stakeholders during the process exactly what their needs are, not just what they think they are.
And tip for freelancers, you should all have an LLC for your own protection. Always get paid - don't do work you don't want to do, and don't work for free, ever.