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When
you think of graphic designers, the immediate image that tends to pop
up is that of a person slaving over a computer for hours on end just trying to get his highly sophisticated program to make the
character's eye blink. That or someone putting in tons of code to
make a simple display to sit in the background. But today we've got a
guy who has done his best to make that kind of work fun and, dare I
say, easy to learn.
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--- The graphics wizard known to most only as
Admiral Potato has worked his magic to its finest to present 3D works
in both graphic animation and papercraft, and then made those
techniques and lessons available for free on his website, Nuclear Pixel, so anyone
interested in the artform can learn at their leisure from someone who
has dedicated hours of time to perfecting it. Recently he gained a
lot of exposure teaming up with Trent Call to produce small models of
his animated figures, with promise to incorporate more of them down
the line. I got to chat with the Admiral himself about how he got
into this field, the work he produces, and a few other topics. Along
with samples of everything he does along the way.
Admiral
Potato
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http://nuclearpixel.com/
Gavin:
Hey Admiral. First off, tell us a little bit about
yourself.
Admiral:
Sure. I would describe myself as a Content Creator who is atomic,
driven, inventive, torn for time, creatively sparked
and graphically enabled. I'm Male, 26 years old, and I have the
fashion sense of a Mad Scientist; I wear a Lab Coat and Goggles every
day, for almost every occasion. Why? Because I think that Scientists
are bad-ass. Dress style aside, I'm very passionate about my
interests in Visual Design, Graphic Arts, and Computers and
Technology. Occupationally, I am a Computer Graphics Artist and Web
Developer. For the past seven years I have been working a day job at
a local design firm downtown, where my current titles are "Senior
Production Artist" and "Senior Web Developer".
Sometimes I'm designing motion graphics for projection on 8x40' walls
at trade shows, sometimes I'm working on print advertisements that
are circulated in international magazines, and sometimes I'm
designing and developing custom websites for pro audio hardware
companies. Most of what I do there requires a rather high level of
technical experience to execute properly in the relatively small
amount of time I have work on each project. I'm a huge advocate of
Free Speech and Open Source Software, and I try my hardest to make an
effort to teach and share my professional skills and experience with
others so that they can... do whatever they feel like with those
superpowers. I take Wednesday afternoons off from my busy day job to
help teach kids at a local community center. I'm usually either
teaching them how to create multimedia content, or how to reach
personal learning goals using Computers and the Internet. I've always
been a bit of a computer whiz. When I spend time hanging out with
other artists and content creators, I usually end up teaching them at
least a few tips and tricks with their computers that help them
significantly improve the efficiency of their own workflows. The
artists I hang out with at Captain Captain Studios like to me call me
their "Local Computer Genius". In my free time (and there's
not much, between my day job, volunteering, and my girlfriend), I use
computers to make cool and interesting graphics for myself, and I
study up on the latest trends in web coding standards. I feel most
alive when I'm working late into the night to create something new
and beautiful.
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Gavin:
What first got you interested in graphics and design work?
Admiral:
Growing up as a child of the 80's and 90's, I was constantly
surrounded and influenced by a million different flavors of
advertisements for electronic neon high speed polyester rock and roll
science cartoons with robots and explosions in space. I was
fascinated with how effectively most of those advertisements were
grabbing my attention through visual stimulation alone. I would say
that was what first got me interested in the field. The first
time I saw the movie "Hackers" is when I really made my
mind up that I was going to become a Graphic Artist. Yeah, I thought
it was totally bad-ass that these kids in the film were manipulating
the world around them to meet their own needs with their mad hacking
skills, but what intrigued me most about the film was the degree of
personalization and visual customization that each of main characters
applied to everything that they touched. I just had to become someone
capable of creating those kinds of designs for myself.
Gavin:
Did you formally seek out any college work for it, or was it
something you did more on your free time?
Admiral:
I'm pretty much completely self taught when it comes to anything
having to do with visual design or computers. My family was fortunate
enough to have multiple computers in the home while I was a kid, and
I will never once regret any one of those thousands of hours that I
spent learning how to use those tools. Neither will I ever regret
having spent that same time learning how to learn new tools when
they come along, because in this day and age, newer tools for any
purpose are coming out every day. The first graphics program I got to
know inside and out was a vector graphics app. I had mastered the pen
tool and every aspect of manipulating Bézier paths by the age
of ten. I got my first copy of Photoshop when I was twelve. I was
doing basic video editing with Premiere, and creating short
animations with special effects in After Effects when I was thirteen.
I think that I also started getting my hands on several different 3D
programs too. I started with a program called Infini-D and then moved
on to Ray Dream Studio, then Strata 3D... I probably learned how to
use at least ten 3D apps that year. Thirteen years and hundreds of
applications worth of computer experience later, you'd imagine that
I'd also have spent some serious time dedicated to learning all of
the specific P's and Q's of visual design concepts as well. Nope. Not
really. All of my experience with graphic design has come from the
time I spent playing in all of those programs, and simple trial and
error. Of course, with thousands of hours playing with anything,
pretty much anybody can be expected to have the hang of whatever that
thing is. About five years ago, I did seek out some college level
graphic design courses, but I was expecting a bit more of an
intellectual challenge and some more in-depth study and than the
course work they were offering. In retrospect, I should have taken
that same investment of effort and finances and bought myself a more
powerful machine to learn on at my own level. At this point, I'm
doing fine analyzing the design I see around me and learning my own
lessons from that. I find it kind of interesting how initially a lot
of my friends and professional colleagues think of me as the kind of
designer with years of academic design training under my belt. I've
got a lot of artistic insight that I've gained through personal and
professional experience in the field, but I haven't had any (useful)
formal training for any of what I know about design. What I would
say, is that I have good deal of experience in a lot of different
digital production techniques, and a lot of practice mentally
dissecting the of the work of others and using the knowledge I gain
from that to produce more "informed" works of my own.
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Gavin:
How did you officially jump into the field professionally as a
graphic artist and web designer?
Admiral:
Probably when I got my first serious full time job. When I as
nineteen, my Dad got news that one of his clients needed someone to
write and maintain a few websites for some of their clients. I met
with the company (at the time, a one man operation), and thankfully
our workflows and personalities were compatible. So I started working
on those websites, and in the space of about three months, I probably
completed about 6-8 websites with about a hundred pages worth of
content each. After I had proven my competence in web design and
development and completed those projects, I was given the opportunity
to start working on design for print advertisement. When some motion
graphic design work came along, I was more than happy to take that on
as well. Over the years, our small design firm has taken on a pretty
diverse spread of clients and projects. Some of those clients and
projects are larger than you might imagine, some more specific to
their niche markets than you would imagine could exist.
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Gavin:
Who are some of the companies you've done work for during that time?
Admiral:
Thanks for asking! I'm actually quite proud of the list of companies
that I've done work for. Most of the clients we handle at my day job
are in the pro audio hardware industry, so some of your musician
readers may recognize some of these brands, and even own a few pieces
of their equipment. I've done print and motion graphics for most of
the Harman Pro and Harman Music Group brands. In that group we have
Digitech, HardWire, BSS, AKG, JBL, dbx, HiQnet, Crown and...
Soundcraft. As well as having done some of their print and motion
graphics, I also developed the websites for Lexicon
Pro and Vocalist. A
little bird told me that I may be re-doing the whole Digitech site at
some point in the next 6 months. Over the years, I have probably
written and designed three completely different versions of the
Kurzweil Music Systems website, each change
usually coming when the company was purchased by another parent
corporation. Continuing to service KMS has been a particular honor
for me because at the age of seventeen, I had read and been heavily
positively influenced by several books written by the visionary
futurist inventor of the brand, Ray Kurzweil. TASCAM is a new
addition to my list of clients. I am currently about two months of
development into creating a completely new version of the TASCAM web
site. This project is a new and unique challenge to me because it's
actually not just a design or architecture for one website, but
several. This is to be their new international website, and the
backend that I'm developing for it will have the ability to serve the
site's content in multiple languages to multiple regions, with a
consistent and unified navigational structure from one
language/region of the site to another. I just had to laugh a little
bit when I realized that not even Sony has this level of consistently
between any of it's international websites, even per product
category. I like to think that this one will be one of the larger and
more beautiful feathers I will be able to stick in my hat. I've even
done some interactive advertisements for BOSE. From what I hear, they
loved what I did and will be coming back for more soon. I think it's
really cool that I'm now doing graphics design and web development
work for a lot of the brands of pro audio hardware that I grew up
thinking so highly of. My Father has been a professional recording
engineer since I was a kid, and because I was often doing some his
tech support, I got familiar with most of his equipment and learned
how to use and troubleshoot a lot of it. Anyway, it's super exciting
to me each time our company lands another client in the pro audio
hardware industry, because I'm already familiar with how a lot of it
works and what it's used for.
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Gavin:
On the side you also Mentor for the Kid’s Computer Clubhouse
program. How did you get involved with them, and what kind of stuff
do you do there?
Admiral:
I actually started going to the Clubhouse as a member when I was
about sixteen. They always had computers readily available for the
members to use, and that is what had attracted me to the program.
Each time I went, I found that a lot of people, both members and
mentors, had a lot of questions about how to use the software on the
computers. As I overheard most of the conversations around me, it
seemed that many of their questions would be very simple for me to
answer, and I started helping out to try and reduce the work load of
the wonderful mentors at the under-staffed Clubhouse. The kids (most
of which were younger than me) loved calling out “Potato! I need
some help!”. They used to think that it was so funny for a person
to have “Potato” for a last name. They all usually got the
giggles when one of them would decide to call out “Tomato” when
asking for help. Eventually I turned eighteen, and it just seemed
natural to me to transition from being a member to a mentor. Most of
the other mentors did it as a part time job, but I did it on a
volunteer basis. Back when I started going to the Clubhouse, the
activities that the mentors and program leadership used to be able to
set up for the kids were pretty sweet. I remember that they used to
have days where the kids would come in and there would be one solid
activity plan and one set goal that all of them were to achieve, with
a specific lesson plan in mind. Some days they would all be working
on designing their own iron-on shirts. Some days they would all be
working in teams of four to build the fastest rubber-band powered
Lego cars, and there would be prizes of candy bars for the winning
team. Some days, the program would receive special funding for a
"Girls Only" technology day, and the girls would get
special training sessions from guest professionals on how to
accomplish different things on the computers. Lately though, I'm not
so much involved in the activities that large numbers of kids
participate in. When I get off of work at 16:00 and head down to the
Clubhouse, it seems that most of the younger kids that are there
don't have the concentration to stay focused on any one task or
activity unless that activity involves a video game that they're
playing. I usually at least try to help manage a bit of the chaos
that is inherent with littler kids until 17:00, when only kids
thirteen and older are allowed. From 17:00 on, I gather two to five
students capable of focusing on a specific lesson, and we'll delve
into that topic in detail, sometimes for several weeks per topic.
Over the last year or two, some of the topics that I've been able to
teach to the older kids have been pretty cool. The following list is
some of what we've covered this year.
*How
to count to 1023 on your hands using Binary, and why #4 is offensive.*How
to understand those funny numbers that somehow represent Web Colors.
*How
to write all of the code for a single webpage, from scratch.
*How
to write all of the code for a whole website, from scratch.
*How
to create your own 3D models.
*DRM
will rot your brains and your wallet, now put down your silly iPhone
and start acting like a Creator instead of a Consumer.
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Gavin:
Where did the idea come from to start Nuclear Pixel?
Admiral:
There never really was any one idea that lead to the creation of
Nuclear Pixel. At it's inception, Nuclear Pixel was never even meant
to be any one particular thing. I had been writing my own websites to
show off the graphics that I made, and I would usually link people to
my work with these hard to remember URLs that I was assigned when I
signed up for hosting at GeoCities or other free hosts. One day I
decided to change that and get a domain name of my own. The name of
the website came from when I was a member of the Clubhouse and mentor
and I sat down and had a brainstorming session on what could be the
most absurdly awesome domain name possible for a graphics geek and
mad scientist. Through the all of the site’s previous incarnations,
I never really had any kind of formal idea on how to present all of
the different kinds of graphic and creative content that I come up
with in my spare time. It was only in February of this year that I
finally came to the conclusion that I could probably do a decent job
of showing it all in a blog format. Thus, Nuclear Pixel v5 was
created. The major goal that I have given myself for this version of
the website has been to learn how to make the time to consistently
create and post new content. So far, I’ve been failing miserably at
making that goal, but I have a feeling that when life starts to slow
down and get out of my face a bit, I’ll have a massive explosion of
personal productivity that will finally really allow me to start to
develop my writing skills. I'm really excited to start making more
frequent posts, even just for my little graphic sketches that would
normally never see the light of day.
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Gavin:
You've included some of your graphics work, but a lot is 3D
modeling. Why specifically that form of artwork?
Admiral:
Probably because of my two largest sources of personal inspiration
since I was a kid. Pixar, and video games. The first time I saw the
original “Toy Story” movie in theaters, I told my parents: “That
was so COOL! I want to make things JUST LIKE THAT! I’m going to
work at Pixar when I grow up!”. So, in order to try and live up to
that dream, I have been playing with 3D as much as I could since that
day. In reality though, I don’t think that I have all of what it
would take to work there. Not quite yet, anyway. While my
specialization for the past ten years has been in using software to
create graphics, I've heard interviews with Pixar's hiring squad
where they say: "Software can be taught to anyone. You have to
have start out with raw analog art talent coursing through your veins
and wicked awesome traditional hand drawn animation skills if you're
going to work here at all." That kind of crushed my dreams a bit
when I heard it for the first time. Regardless, I still want to get
to the point where my work is at the level of quality that I see
other impressive professional full time 3D artists creating. The
video games I played when I was a teenager had big impact on me too.
When my brothers and I all got summer jobs for the first time, we all
saved up to get a Playstation One. That was really our first console,
and we practically played that thing to death. Now, myself being the
kind of person to analyze everything to death, and with my attention
obviously fixed on one thing for so many hours at a time, I started
noticing all kinds of different things about the graphics on screen.
I took thousands of mental notes on each of the ways that I saw any
one visual effect accomplished, and I kept telling myself that all of
those notes would someday mean something more to me when, I was
creating that kind of content myself. I'm at the point in my 3D
career that those mental notes are starting to pay off, and I'm able
to implement some of those cool seedling ideas that I planted so many
years ago.
Gavin:
On a technical level, what kind of software do you use to create
those designs, from concept to final product?
Admiral:
When I'm working on designing and developing a website, I usually
only actively use three programs. I use Photoshop to create all of
the graphic elements of the layout and content on the sites. I write
all of the code for my sites by hand, so they can be as lean and
efficient as possible. For that, I use BBEdit, or it's little brother
Text Wrangler. They're the best text editing programs ever. The last
program in my web development workflow is always a good web browser.
While FireFox with FireBug used to be my favorite browser for
testing, I've lately favored Chrome for it's awesome efficiency and
how it doesn't hang my whole system at random. The primary language
that I write code in is PHP, and while the webserver software Apache
(for which PHP is a plugin) is technically a part of my workflow, I
use Apache more passively than the other three apps, because it only
serves the data that I'm creating in Photoshop and BBEdit to the
browser. When I'm working in 3D, I'm using mostly just Photoshop and
Blender 3D. I use Photoshop to prep my 2D artwork and lay it out so I
can basically 'trace' the concept sketches in Blender. All of the
actual 3D work is done in Blender, and I typically work to create the
model's mesh by manipulating and generating only a few polygons at a
time. When I have finished the the base Mesh, or Wireframe of the
model, I un-wrap it back on to a 2D texture map to give it some
color. Sometimes I take that texture map back into Photoshop for some
additional touch-up, but the vast majority of the work I do on a 3D
model is done in Blender.
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Gavin:
Most recently you made a Trent Call figure from that Blender program
into a physical figure. Why did you choose that design, and what was
it like creating him?
Admiral:
Why did I choose that design? There is no particular reason that I
chose that design other than it is what Trent created for me when I
described that I would like to create a 3D model and toy of one of
his characters. I mean, of course I was inspired by the character
sketch when I saw it for the first time, but at the same time, it's
not like I was given an option of "choose from this character or
that one". What was it like creating this model? Extremely
awesome, and in comparison to some previous models, really, really
easy. Other artist friends that I had asked to provide character
sketches for me sometimes had not understood the concept that what I
wanted from them had to be a perfect front and side mug-shot of the
character, with little or no perspective in the drawings. Trent drew
his on Graph Paper and lined up all of the features from the front
view to the side absolutely perfectly, so it was really easy for me
to create the model. While I worked on basically “tracing” the
sketch in 3D, it was like I was in a perfect Zen trance. My
production oriented brain was completely in auto-pilot mode, and I
hardly if ever had to stop and contemplate why a certain part of the
model based on the sketch just wasn't lining up and working out. When
the source material I have to work with is so great, it makes my job
so much easier. After having created the 3D model, it was really only
a trivial matter to have it physically produced. I uploaded the file
to my Creator account on the Shapeways website and ordered a copy.
Fourteen days later, I was impressing the crap out everybody I showed
the toy to. Even after having produced a second batch of ten of the
toys for Trent and I to start selling, I'm still finding it a little
hard to believe that 3D printing is already here.
Gavin:
Do you have plans to make any other toys from artists or your own
designs, or was this one too much of a hassle to create?
Admiral:
Will I make more with other artists? Yes. Will I make more of my
own? Very yes. Was this a hassle? The task of creating the 3D model
itself was almost no hassle at all. The only reason that the
production of this toy was put off 6 months from the point when I was
99% done with the model... is that life got all up in my face just
before I was able to finish that last 1% of the work. It took me six
months and 1000% of the original effort to finish up that last 1% of
the project. At this point in time, I'm working very hard to cut out
the parts of my life that prevent me from working on these projects,
because I find the prospect of making my own line of designer toys
very, very appealing.
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Gavin:
You also showcase 3D paperworks. What made you venture into that
kind of artwork?
Admiral:
Well, originally I got into working with Papercraft for a single
photography assignment that I had in College. The assignment was to
photograph one of my passions. The passion I chose was video games,
so I had to find a creative and interesting way to pull one of my
favorite games out of the computer so I could photograph it. I had
chosen to create one of the Tanks from one of my favorite old-school
Mac games, called "Spectre Supreme". After trying and
failing at creating the model using about five other techniques, I
finally came on the idea of trying to create a Papercraft model of
the Tank. I had seen a lot of other people's papercraft models
online, but it seemed that all of them were using a proprietary
Windows-only program to automatically un-fold their 3D models and lay
them out on paper. Being Mac user, that process was not an option for
me. I had to do a lot of original research on how to manually do what
that program was doing automatically, and work with the programs I
did have access to. Based off of that research, I was able to create
a workflow to take my models from screen to paper. In the end, my new
process worked out great, and the shot was a success. The process of
creating that first model was so new and uniquely inspiring to me
that I created a whole series of other papercraft models just for
fun. I was really thrilled at the idea of actually creating accurate
physical 3D models of those shapes I made on the computer. Imagine my
surprise when I came across the affordable 3D printing service that I
now use to output my toy models!
Gavin:
The designs, like the Abstract Crystal, are very complex to build,
let alone design. What's the process like in creating one of those
just on the paper?
Admiral:
I actually start with using my computer to create a low detail 3D
model file in Blender. Then I digitally cut that model on it's edges
and un-fold it to lay it out flat. Then I take that flat layout and
do some work on it in Illustrator, where I add tabs on the edges that
I previously cut, and add dotted lines where I will need to fold it
up again. It sometimes takes me about six hours to complete this
phase. From there, I print the design out. Usually, the hardest part
of the job is when I need to cut the flat shape out of the paper that
I just printed. Being the perfectionist that I am, I always fell that
I need to get it just right, or I'll never feel happy with the piece.
It can be quite a laborious task to line up my steel edge ruler and
cut along each edge with an exacto blade. Depending on the complexity
of the design, there can be many, many edges that I need to cut
along. It may just be that when working with physical tools I'm such
a slow-poke, but this phase usually takes me between 1-2 hours per
model. It almost always feels like an eternity longer. After the
shape has been cut out, I carefully fold the paper along each of the
dotted lines, and glue each of the tabs to the edge of the face it
was originally separated from. This sometimes takes between half an
hour and an hour.
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Gavin:
You've also made a small line of t-shirts with unique graphics
attached. What made you decide to create those?
Admiral:
Well, I'm always creating interesting looking graphics on my
computer. At the end of the day, I'm the only person who ever ends up
seeing most of those designs. The first design of this set happened
to be one that I was pretty enthusiastic about, so I showed it to a
few people. The all independently told me that they'd love to wear
shirts with that design on it, and that's where the idea came from to
actually get this series of designs produced. Sadly, not many of the
shirts that I had produced sold in local stores. Two of the three
stores that I was selling them in went out of business only months
after I started offering my designs there. I like to think that says
more about their business models than it says about my designs. I do
sell my shirts directly to individuals, if you know anyone who's
interested in buying. Wink, wink.
Gavin:
One of the big ideas behind your website is that you encourage
people to use the same resources you used, but to make those very
products on their own as well. Why open your material up for open use
as opposed to say, teaching a course or selling
instructions?
Admiral:
It is probably a good thing to point out that I have pretty much no
interest in charging others for any of the educational information
that I can offer to anyone. I feel that education and educational
materials should be freely available to anyone willing to take the
time to learn something. If I could get payed to teach a course or
two through some grant or special educational funding program, that
would be awesome. I do want the students to have the chance to learn,
but only at no charge. As for the sharing of techniques and the
assets for the projects and graphics that I work on, that's for
educational purposes as well. I want others to be able to download
those files and learn from what I have done. Some of my greatest
sources of education have been from analyzing the work of others, and
the more in-depth that analysis can be, the more I was able to learn.
if someone downloads one of my works and is able to remix it and make
something cool and derivative of their own, more power to them. I
only want credit for the part of the work that I provided.
click to enlarge
Gavin:
What's your main goal for the website and for those who pop in to
check the stuff out?
Admiral:
At the moment, my website is intended to display some of my current
projects, as well as some of the cool stuff that I've done in the
past. I hope that in the future I'll be able to post more tutorial
and how-to type content, as I really enjoy being to help others along
on their own learning paths as well.
Gavin:
What can we expect from both you and the site over the rest of the
year?
Admiral:
What can be expected of me? I hope to have completed 2-3 more toys.
Alsom In the next 4 weeks or so, I will be finishing up the design
and development of Trent Call's new website. Near
the end of September I'm moving to Leeds, UK for a year to live with
my girlfriend while she gets her Masters in International
Communications. Something tells me while I'm away from all of the
distractions of my hometown, I'll finally find the time to accomplish
a lot of my personal learning and content creation goals. So as much
as I'm dreading the unknown of this new situation, I don't know if
I've ever come across such an opportunity for personal development as
this. I'm sure that I've already said that I'm excited about a
zillion different things going on in my life right now. Fact is, I'm
the kind of person that's always got something new exciting going on,
and I am very happy that I'm able to keep my creative juices flowing
and my skill set nice and sharp. What can be expected of my site? At
least six more 3D models, no fewer than two timelapse videos of the
development of those future models, perhaps another papercraft design
or two, and much more frequent status updates on my active projects.
I'll also probably try to start a log of the new things that I learn
that would have been nice to have known a lot earlier in my
career.
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Gavin:
Is there anything you'd like to plug or promote?
Admiral:
I really have to give a shout-out to the creators of Blender here,
as I think that it is probably one of the coolest and most functional
programs I have ever found on all of the internets.
Blender is a free and Open Source 3D content
creation suite. It has tools that allow you to Model, Texture,
Animate and Render 3D content. It even has a built-in programmable
Game Engine and a wicked powerful Python Scripting API. If that's not
impressive enough, it also has Video Editing and Compositing
components capable of producing quality output equivalent to what you
might expect out of Hollywood. It's download size is usually around
25Mb, It's install size is less than a 100Mb, and the program is open
and ready to be used within two seconds of the time you double click
on it's icon. It's one of the most efficient programs that I have
ever used, and for all that it does with such a small install, it
really puts a lot of competing bloated commercial software to shame.
I'm looking at you, AutoDesk and Adobe. I'd also like point out that
having met the artists at Captain Captain Studios has been an
extremely positive experience for me this year. I know that you've
already interviewed most of those artists individually, but I just
want others to know that it has been awesome getting to know and work
with them. I would encourage all parents to see if there are any
secular community centers or community programs that they can get
their kids interested in and involved in. Giving kids engaging
extracurricular activities like that to participate in is one of the
best things you can do for them, and at no financial cost, it's
really easy on the pocket book too. Having been a part of the
Sorenson Unity Center's Computer Clubhouse program is one of the best
things to happen for me both socially and educationally.
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