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Menampilkan postingan dari Juni, 2014

My Adventures With Baby Modeling

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Probably the #1 reason why most parents get their kids into modeling is because of pride and the belief that their children are the cutest things on two legs. As for me, I was completely driven by financial reasons. Before Dexter was born, K told me an interesting story about an acquaintance who was in the US military and, while stationed in Japan, was approached about baby modeling for his daughter. She ended up earning more than enough for her college fund. So armed with only a little Internet research, I decided to try it out for our firstborn. Here's what I learned in the process: 1) Location, Location, Location Sorry, if you don't live near one of the major advertising headquarters (e.g., New York City, Los Angeles, Miami), your opportunities for making the big bucks will be limited. However, other cities still need talent for local ads, so if you're interested, it won't be hard to join a modeling agency. Agencies need a lot of people in their line-up because...

Poll: A Superhero Mask For Making Secret Identity Selfies?

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I'm totally enthralled with the newness of my Instagram account right now and have been posting daily pictures based on Fat Mum Slim's photo-a-day challenge list . However, I'm a little jealous of other people's ability to post selfies since, as an anonymous blogger, I can't really show my face. :) But what if... I could somehow hide my face, like a superhero or something? Ooo, idea forming... Thus began my quest for the perfect mask. 1) Zsa Mask My first attempt at making a mask seemed to fit all the requirements: the majority of my face/head would be covered and it kinda looked like a superhero/cat hat, which is super cute, right? Mmm, not so much. Maybe a kid could get away with it, but when I put on the simpulan creation, I seriously got this weird vibe, like I was cosplaying for a furry convention (if you don't know what I'm talking about, don't look it up). In fact, K walked in on me trying it out for the first time and totally burst out laughin...

How To Survive At A Video Game Start-Up

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Last time I described some of the challenges that K has faced working at a start-up company making mobile video games and how stressful the frequent deadlines can be when working with beta-phase technology. When it comes to maintaining his sanity in this type of work environment, K's long-time experience working in the video game industry has both pros and cons. The con is that he's seen these awful working conditions over and over again, so he has a very low tolerance for it and easily gets frustrated at the newbie mistakes that studios continue to make. The pro is that he's better at adapting to them. So here are a few coping mechanisms to consider if you are a game developer and find yourself in a similar, sticky situation: 1) Let it go.  If you are starting out in a beginner position where lots of people in authority positions have the right to change your work at a whim, don't work yourself into a foaming-at-the-mouth fury or fall into a bottomless pit of...

Life At A Mobile Video Game Start-Up Company

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K has been working as a remote contractor at the new company for a couple months now, and it's interesting to see the differences between developing a console game at a large studio (what he's used to) versus a mobile game at a start-up (where he is now). On one hand, because his core team only consists of ten people, his input is immediately heard and theoretically has more weight. On the other hand, the company feels like it's constantly putting out fires, rushing from one emergency deadline to another. So here are some interesting insights into what it's like to work at a brand-new studio making its first mobile app game. 1) Live/Paid Beta Phase  Currently, the game has been in development for a year, and they hope to make it pretty solid by 2015. However, even though it's not entirely complete, management decided to push it live on the iTunes store anyway. Why not? The game can start making money now, the developers can work on feedback from early users, a...