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#Developer Interviews
codehunger · 5 months
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Unlocking Success: A Guide on How to Hire a Developer for Your Project
Embarking on a new project is both exciting and challenging, and finding the right developer can significantly impact its success. Whether you’re launching a website, developing a mobile app, or working on a software solution, the process of hiring a developer is a critical step. In this guide, we’ll walk you through the key considerations and steps to ensure you make the right choice when…
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just-ornstein · 1 month
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[JK]  My first job was as an Assistant Producer for a video game company called Interplay in Irvine, CA. I had recently graduated from Boston University's School of Fine Arts with an MFA in Directing (I started out as a theatre nerd), but also had some limited coding experience and a passion for computers. It didn't look like I'd be able to make a living directing plays, so I decided to combine entertainment and technology (before it was cool!) and pitched myself to Brian Fargo, Interplay's CEO. He gave me my first break. I packed up and moved out west, and I've been producing games ever since.
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[JK] I loved my time at EA. I was there for almost a full decade, and learned a tremendous amount about game-making, and met the most talented and driven people, who I remain in touch with today. EA gave me many opportunities, and never stopped betting on me. I worked on The Sims for nearly 5 years, and then afterwards, I worked on console action games as part of the Visceral studio. I was the Creative Director for the 2007 game "The Simpsons", and was the Executive Producer and Creative Director for the 2009 game "Dante's Inferno".
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[JK] I haven't played in a long while, but I do recall that after the game shipped, my wife and I played the retail version for some time -- we created ourselves, and experimented with having a baby ahead of the actual birth of our son (in 2007). Even though I'd been part of the development team, and understood deeply how the simulation worked, I was still continually surprised at how "real" our Sims felt, and how accurate their responses were to having a baby in the house. It really felt like "us"!
Now for some of the development and lore related questions:
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[JK] So I ended up in the incredibly fortunate position of creating the shipping neighborhoods for The Sims 2, and recruiting a few teammates to help me as we went along. 
Around the same time, we started using the Buy/Build tools to make houses we could save, and also bring them into each new build of the game (correcting for any bugs and incompatibilities). With the import tool, we could load Sims into these houses. In time, this "vanguard QA" process turned into a creative endeavor to define the "saved state" of the neighborhoods we would actually end up shipping with the game.
On playtesting & the leftover sims data on various lots:
Basically, we were in the late stages of development, and the Save Game functionality wasn't quite working. In order to test the game properly, you really needed to have a lot of assets, and a lot of Sims with histories (as if you'd been playing them for weeks) to test out everything the game had to offer. So I started defining a set of characters in a spreadsheet, with all their tuning variables, and worked with engineering to create an importer, so that with each new build, I could essentially "load" a kind of massive saved game, and quickly start playing and testing. 
It was fairly organic, and as the game's functionality improved, so did our starter houses and families. 
The thought process behind the creation of the iconic three neighborhoods:
I would not say it was particularly planned out ahead of time. We knew we needed a few saved houses to ship with the game; Sims 1, after all, had the Goth house, and Bob Newbie's house. But there wasn't necessarily a clear direction for what the neighborhood would be for Sims 2. We needed the game to be far enough along, so that the neighborhood could be a proper showcase for all the features in the game. With each new feature that turned alpha, I had a new tool in my toolbox, and I could expand the houses and families I was working on. Once we had the multi-neighborhood functionality, I decided we would not just have 1 starter neighborhood, but 3. With the Aging feature, Memories, a few wacky objects, plus a huge catalog of architectural and decorative content, I felt we had enough material for 3 truly distinct neighborhoods. And we added a couple of people to what became the "Neighborhood Team" around that time.
Later, when we created Strangetown, and eventually Veronaville, I believe we went back and changed Pleasantville to Pleasantview... because I liked the alliteration of "Verona-Ville", and there was no sense in having two "villes". (To this day, by the way, I still don't know whether to capitalize the "V" -- this was hotly debated at the time!)
Pleasantview:
Anyway, to answer your question, we of course started with Pleasantview. As I recall, we were not quite committed to multiple neighborhoods at first, and I think it was called Pleasantville initially, which was kind of a nod to Simsville... but without calling it Simsville, which was a little too on the nose. (There had also been an ill-fated game in development at Maxis at the time, called SimsVille, which was cancelled.) It's been suggested that Pleasantville referred to the movie, but I don't think I ever saw that movie, and we just felt that Pleasantville kind of captured the feeling of the game, and the relaxing, simple, idyllic world of the Sims.
Pleasantview started as a place to capture the aging feature, which was all new to The Sims 2. We knew we had toddlers, teens, and elders to play with, so we started making families that reflected the various stages of family life: the single mom with 3 young kids, the parents with two teens, the old rich guy with two young gold-diggers, etc. We also had a much greater variety of ethnicity to play with than Sims 1, and we had all new variables like sexual orientation and memories. All these things made for rich fodder for a great diversity of families. Then, once we had family trees, and tombstones that carried the actual data for the dead Sims, the doors really blew open. We started asking ourselves, "What if Bella and Mortimer Goth could be characters in Sims 2, but aged 25 years? And what if Cassandra is grown up? And what if Bella is actually missing, and that could be a fun mystery hanging over the whole game?" And then finally the "Big Life Moments" went into the game -- like weddings and birthdays -- and we could sort of tee these up in the Save Game, so that they would happen within the first few minutes of playing the families. This served both as a tutorial for the features, but also a great story-telling device.
Anyway, it all just flowed from there, as we started creating connections between families, relationships, histories, family trees, and stories that we could weave into the game, using only the simulation features that were available to us. It was a really fun and creative time, and we wrote all of the lore of Sims 2 within a couple of months, and then just brought it to life in the game.
Strangetown:
Strangetown was kind of a no-brainer. We needed an alternate neighborhood for all the paranormal stuff the Sims was known for: alien abduction, male pregnancy, science experiments, ghosts, etc. We had the desert terrain, which created a nice contrast to the lush Pleasantville, and gave it an obvious Area 51 vibe.
The fact that Veronaville is the oldest file probably reflects the fact that it was finished first, not that it was started first. That's my guess anyway. It was the simplest neighborhood, in many ways, and didn't have as much complexity in terms of features like staged big life moments, getting the abduction timing right, the alien DNA thing (which I think was somewhat buggy up until the end), etc.  So it's possible that we simply had Veronaville "in the can", while we put the last polish on Pleasantville (which was the first and most important neighborhood, in terms of making a good impression) and Strangeville (which was tricky technically).
Veronaville:
But my personal favorite was Veronaville. We had this cool Tudor style collection in the Build mode catalog, and I wanted to ship some houses that showed off those assets. We also had the teen thing going on in the aging game, plus a lot of romance features, as well as enemies. I have always been a Shakespeare buff since graduate school, so putting all that together, I got the idea that our third neighborhood should be a modern-day telling of the Romeo and Juliet story. It was Montys and Capps (instead of Montagues and Capulets), and it just kind of wrote itself. We had fun creating the past family trees, where everyone had died young because they kept killing each other off in the ongoing vendetta.
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[JK] You know, I have never seen The Lone Gunmen, and I don't remember making any kind of direct references with the Strangetown Sims, other than the general Area 51 theme, as you point out. Charles London helped out a lot with naming Sims, and I'm pretty sure we owe "Vidcund" and "Lazlo" to him ... though many team members pitched in creatively. He may have had something in mind, but for me, I largely went off of very generic and stereotypical ideas when crafting these neighborhoods. I kind of wanted them to be almost "groaners" ... they were meant to be tropes in every sense of the word. And then we snuck in some easter eggs. But largely, we were trying to create a completely original lore.
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[JK] Well, I think we kind of pushed it with The Sims 2, to be honest, and I remember getting a little blow-back about Bunny Broke, for example. Bunny Broke was the original name for Brandi Broke. Not everyone found that funny, as I recall, and I can understand that. It must have been changed before we shipped.
We also almost shipped the first outwardly gay Sims in those neighborhoods, which was bold for EA back in 2004. My recollection was that we had set up the Dreamers to be gay (Dirk and Darren), but I'm looking back now and see that's not the case. So I'm either remembering incorrectly (probably) or something changed during development.
In general we just did things that we found funny and clever, and we just pulled from all the tropes of American life.
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[JK] The alien abduction started in Sims 1, with a telescope object that was introduced in the "Livin' Large" expansion pack. That's when some of the wackier ideas got introduced into the Sims lore. That pack shipped just before I joined Maxis in 2001; when I got there, the team had shipped "House Party" and was underway on "Hot Date". So I couldn't tell you how the original idea came about, but The Sims had this 50's Americana vibe from the beginning, and UFOs kind of played right into that. So the alien abduction telescope was a no-brainer to bring back in Sims 2. The male pregnancy was a new twist on the Sims 1 telescope thing. It must have been that the new version (Sims 2) gave us the tech and flexibility to have male Sims become pregnant, so while this was turned "off" for the core game, we decided to take advantage of this and make a storyline out of it. I think this really grew out of the fact that we had aliens, and alien DNA, and so it was not complicated to pre-bake a baby that would come out as an alien when born. The idea of a bunch of guys living together, and then one gets abducted, impregnated, and then gives birth to an alien baby ... I mean, I think we just all thought that was hilarious, in a sit-com kind of way. Not sure there was much more to it than that. Everything usually came from the designers discovering ways to tweak and play with the tech, to get to funny outcomes.
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[JK] Possibly we were just testing the functionality of the Wants/Fears and Memories systems throughout development, and some stuff got left over.
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[JK] I can't remember, but that sounds like something we would have done! I'm pretty sure we laid the groundwork for more stories that we ended up delivering :) But The Sims 2 was a great foundation for a lot of continued lore that followed.
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I once again want to thank Jonathan Knight for granting me this opportunity and taking the time from his busy schedule to answer my questions.
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eldritch-ace · 2 months
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Don’t let your friends watch Hannibal
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hiraya-sa-dilim · 14 days
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not moving on from how louis so far surpassed the bare minimum of saving daniel's life? how he could've just let daniel walk away and call it a day but he sat him down and armed him not only against the past few days but the rest of daniel's damn life?? how daniel's had it horrible since, but in spite all his losses, he had something??? how he had the hope of being someone and mattering and he held on to it for 50 long years?? and it worked??? it helped him survive over and over and over???? a shit life is better than no life at all and daniel lived because louis chose to help him??!???
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mmelolabelle · 5 months
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look I don’t know what award-winning journalist and author daniel molloy said to make louis look like a kicked puppy and armand to huff like a 1950s housewife whose appetisers were just insulted —
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but he was absolutely right and they deserved it
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gregorygerwitz · 2 months
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I just think it's funny that...
the loudest part of this fandom has been begging for queer!Buck for years. but, the second they actually give the fandom what they want, and Buck has a canon boyfriend, a date he is taking to his sister's wedding, someone he can't stop thinking about, that's... wrong?
you got the rep you were begging for. we have the actor and the rest of the cast openly saying a character is bisexual. we are getting exactly what we asked for.
but now it's not good enough because it's not exactly who you want him to be with?
the definition of bisexuality is not I love every single woman in the world and that one guy. there are a million essays on this very site that go into exactly how biphobic that mindset actually is. it perpetuates the finer details of the patriarchy that everyone hates until it serves their purpose.
you're allowed to not ship something, but to say it's not canon or block a wiki page from being edited to state their relationship is actually extremely biphobic. you got what you want and now you're attacking it. I think that says a lot more about you than it says about the writers who are denying you something they never promised in the first place.
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adelar-storytime · 4 months
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OC questions
60 questions that can be made into an OC ask game, or you can just fill everything out yourself to get to know your character a little better :)
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[1] What first impression do they typically make? Are they likeable from the get go, or take time to grow on people?
[2] How does their social personality differ from how they act when they’re alone?
[3] What emotion is the hardest for them to deal with?
[4] How physically and emotionally affectionate they are?
[5] Are they good at keeping secrets?
[6] How direct are they in conversations, do they speak in hints and riddles or bluntly say what they think?
[7] Are they a good liar and what would they probably lie about?
[8] How open they are about their true feelings, both positive and negative?
[9] What is their love language?
[10] How quickly do they fall for someone?
[11] What are small things that make them happy?
[12] How high is their self-esteem?
[13] What kind of sense of humor do they have, if any?
[14] What does it take to make them laugh, and what does their laugh sound like?
[15] How do they act around people they don't like?
[16] Do they easily rely on others to help them out, or prefer doing everything themselves?
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[17] What is their biggest struggle that no one around them is able to understand or believe?
[18] Do they ever have to hide their identity and for what reason?
[19] If they could change one thing about their past, what would they change?
[20] When they’re sad or upset, do they need company or some time alone?
[21] When they’re sick, would they want others to visit them, or they would rather prefer not to be seen at not their best?
[22] Do they have nightmares, and if yes, when did they start and what are they usually about?
[23] What was the worst, the darkest period of their life that they have been through?
[24] How hard it is for them to not allow their emotions to cloud their judgement?
[25] Do they have fears and phobias, and if they do, do they usually keep it to themselves or talk about it openly?
[26] Do they have any physical or mental ilness, how do they handle it and how open they are about it?
[27] Do they have any scars, how did they get them and how do they feel about them?
[28] What is something that they will never be able to forgive?
[29] How do they deal with loss, stress and anger?
[30] What are their most healthy and most unhealthy coping mechanisms?
[31] How hard it is for them to own up to their mistakes and wrongdoings?
[32] Is there something they've done in the past that they deeply regret till this day?
[33] What are one of their fondest and most treasured memories?
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[34] Do they have vices they don't want others to know about?
[35] Do they like their own appearance, and what do they do, if anything, to alter it in any way?
[36] Do they own items that have sentimental value?
[37] How would they spend a lazy day when they have nothing specific to do?
[38] What do they usually do or where do they go when they need to feel comfortable and safe?
[39] What is their sleeping habits and favorite sleeping position, either alone and with someone?
[40] How picky they are with food, do they have specific dietary requirements based on their health or culture?
[41] What’s their usual morning routine?
[42] What is their idea of a perfect friendly hangout and/or romantic date?
[43] Do they enjoy flirting or being flirted with?
[44] On a party, where would you find them?
[45] For an event, would they dress like they typically do, or go all out?
[46] Would they rather dress to look attractive or to feel comfortable, and what would they never wear?
[47] Do they drink alcohol, and if they do, how much and how often?
[48] Are they, or were they at some point in their life, a part of any subculture?
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[49] Do they possess any unexpected skill or knowledge that surprises others, and otherwise, what is something anyone would assume they know or can do, but in fact they don’t?
[50] What are they really good and really bad at?
[51] How good are they with money?
[52] Do they speak any other languages aside from their own?
[53] Do they like to sing and how confident they are with their singing?
[54] Do they like giving gifts, and how good are they at picking good gifts?
[55] How long does it take for them to make a new place feel like home, and what do they need for it?
[56] How would they react to hearing a dirty joke?
[57] What was the most stupid or dangerous thing they have ever done?
[58] In the situation where they had to choose, would they rather stay loyal to their morals or to people they love?
[59] What would they want to be remembered for?
[60] If they were to commit a crime, what kind of crime would it most likely be?
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some of these question were written myself, some are the courtesy of my friend, and some were brought from my questionnaires in my old fandom. if you use them, please reblog or link back to this post
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5hrignold · 3 months
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this is all i got
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vampsstan · 3 months
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I hope Armand continues to almost get kissed and not get kissed at all
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lorephobic · 7 months
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literally nobody asked for it, but here's my list of saltburn essays that i've slowly been drafting over the course of the last week which WILL be required reading for anybody trying to engage with me about this movie. my very personal saltburn 101 syllabus just dropped
A Wolf in Deer's Clothing: Saltburn's Attempt at Innocence
an examination of party costumes and our character's last attempts to masquerade as something they're not: felix—an angel, all-forgiving and all-knowing, something to be worshiped; and oliver—a prey animal, prey to class-divide, prey to saltburn, prey to felix.
thoughts about oliver specifically are loosely organized in my #bambi tag
A Midsummer Night's Mare: Farleigh Start as the Ultimate Victim of Saltburn
a farleigh character study, about the ways he was mistreated and manipulated at saltburn, about fighting to stay alive and the scars left behind by knowing when to give in
alternatively titled "QuickStart", may be adapted into a conclusive essay specifically focusing on oliver and farleigh's relationship
The Eye of the Beholder: On Saltburn's Voyeurism & Violence [working title]
how wealth and class pushes the catton's toward the volatile reality of being able to look, but not touch. on desire and the lack thereof, and portraying yourself as an object to be desired
may end up as two separate essays on wealth and aestheticism but i'm pushing toward a conclusive essay about the intersection of the two, which i feel is at the heart of saltburn
alternatively titled "Poor Man's Pudding: A Melvillian Approach to Saltburn's Class", again, may be adapted into it's own essay
Gender-Fluid: A Study in Sexuality and Saltburn's Desire to be Dry
a deep dive into the bodily fluids of saltburn and how oliver upsets the standard of men who are just so lovely and dry. on the creative choice to lean into the messy wetness of sex and desire and the audience's instinct toward repulsion
a celebration of the grotesque and an examination of why we would label it as such
least developed of the four, heavily inspired by @charnelpit's lovely post about the fluids in saltburn
if anybody is actually interested in any of these, i can work toward something closer to a finished piece instead of just bullet points and quotes in a google doc, but mostly this is so i can share my very brief takes on a multitude of themes in saltburn that have been haunting me
edit for people seeing this in the future: all posts about my essays are being organized into my #saltburn 101 tag if you’re interested in following these through to development!
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wizardpink · 7 days
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Thinking a lot of thoughts about how for 500 years, Armand has been able to flash his big scary orange puppy dog eyes at anyone and say "I'm sowwy" and everyone just goes "aww that's okay, you've been through so much, who can blame you? Poor thing!" And so he has gotten away with SO MUCH heinous shit, and continues to! From ancient powerful beings who you would think would be less susceptible to his fuckery!
And the ONE person, one MORTAL person who is utterly immune to his charms, his pitiable demeanor, his angelic face and innocent voice, who can't stop Armand from wiping his mind or controlling his body but is impervious to Armand's efforts to mask his Rancid Vibes,
is Daniel.
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creation-help · 5 months
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Normal little character questionnaire template for your specialest blorbos. Get snobby
Name:
3 words to describe the character:
3 words the character would describe themself with:
Devotee or object of devotion:
Monster or god:
What they are (or would be) obsessed with:
What they use to escape reality or themself:
Role in their story:
Their satisfaction with said role:
What are they attached to:
What could pull their strings:
Are they dark white or pale black:
What ails them:
What blesses them:
What would be their motive to kill:
Which of the 7 deadly sins guides them the most:
[Clarification: The Dark white vs pale black question refers to morality since it's often talked about in black and white. Interpret it however you will tho<3]
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nashvillethotchicken · 2 months
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How to answer tough interview questions.
Subscribing to the Harvard Business Review was one of the best decisions I made. I have learned so much about career development, personal branding, and job crafting. This article summarizes some of the questions you will get asked in a behavioral interview (courtesy of HBR) and I have included my responses to all of them. Assume I am seeking a HR role in a Fortune 500 company
Tell me about yourself and describe your background in brief?
How did you hear about this position?
What type of work environment do you prefer?
How do you deal with pressure or a stressful situation?
Do you prefer working independently or on a team?
How do you keep yourself organized when balancing multiple projects?
What did you do in the last year to improve your knowledge?
Tell me about yourself and describe your background in brief?
I grew up in small country in West Africa. I went to a great school through scholarship with the condition that I would pay it forward to the younger generation. So, after high-school I spent two years teaching math to elementary school kids. It was there I discovered my interest of people development. I enjoyed taking a kid from "I don't like math to can I get more homework? When I moved to the U.S for college I chose to study Psychology with a minor in Organizational Development. And my internship as a Human Capital Manager has allowed me to further develop my communication and leadership skills.
How did you hear about this position?
I learned about this position through Stacy Williams. She was one of the panelists on the fireside chat I convened in my school on the importance of women in leadership positions. I followed up with her through a coffee chat. She really enjoyed her job and the company culture. Her enthusiasm about her work encouraged me to apply and I am really excited to be going through the interview process.
What type of work environment do you prefer?
I thrive in environments where I am constantly learning. A place where each days brings a fresh set of challenges that I can solve. I also like working with teams where we can collaborate on tasks and brainstorm solution-oriented ideas. In my former internship I worked with an incredible team as a project manager in the human resources division and I worked on certain projects where I had full creative control on the outcome. I enjoyed the balance of both.
How do you deal with pressure or a stressful situation?
Stressful situations are inevitable and I learned to navigate them successful throughout my college career and my various internships. The first time I came across a stressful situation was in my Sophomore year. I worked as a customer service representative at a big department store and it was holiday season. You can imagine the amount of pressure - long lines of customers all waiting to get attended too. Instead of succumbing to the pressure I made sure to really understand the pain point of each customer which were long wait times and stock outs. If we were out of one brand of sparkling water, I would quickly recommend a different brand. If lines were long, I would go to the floor to help the bagging process. Customers left feeling satisfied with their shopping experience. Overtime, I have realized that the key to dealing with pressure is willingly choosing to complete the tasks with a positive mindset instead of worrying.
Do you prefer working independently or on a team?
I like a mix of both. I enjoy working on a team. The process of strategizing with my teammates on the best way to approach a problem allows for critical analysis and diverse points of view. Wh I also build camaraderie and trust with them while we tackle big problems. I enjoy working alone as well because I get to see how I approach different problems and compare my current performance to my previous ones. Working alone also gives me an opportunity to get feedback from my managers on my progress or areas of improvement. I like a balance of both.
How do you keep yourself organized when balancing multiple projects?
I am used to working on multiple projects. A typical semester for me is juggling between my classes, weekend job, extracurricular activities, and passion projects. So to stay on top of my deadlines and due dates I like to prioritize my tasks based on their level of urgency and importance. I use the time blocking method to schedule time for my projects. I take advantage of tools like Google calendar to keep track of due dates and appointments and Notion to manage big projects.
What did you do in the last year to improve your knowledge?
Last summer, I took some time off to really learn about veganism. It seemed intimidating at first because I did not know enough. So I turned to research to understand the facts. I began making home-cooked meals by following recipes from people I trusted and liked on YouTube. As I began noticing changes in my gut health and productivity levels, I started a blog to share my experiences. Now my blog has over 500 enthusiastic vegans who are on the same journey as I am. it was one of the best investment I made in myself.
The Big Pivot
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puppyeared · 11 days
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i feel like im not making any sense but does anyone else feel like there are stories that let u run with them and ones that spell everything out for you
#im reading that post that says artists are directors of audience reaction and not its dictator:#'you cannot guarantee that everyone viewing your work will react as you are trying t make them react. a good artist knows that this is what#allows work to breath. by definition you cannot have art where the viewer brings nothing to the table ... this is why you have to let go of#the urge to plainly state in text exactly how you think the work should be interpreted ... its better to be misinterpreted sometimes than#to talk down to your audience. you wont even gain any control that way; people will still develop their opinions no matter what you do#im thinking abt this again cuz i was thinking maybe the thing that lets adventure time work so well the way it does is cuz it doesnt#take itself too seriously that it gives the audience enough room to fuck with subtext and then fuck with them back yknow. i think it was#mentioned somewhere that they werent even planning to run with the postapocalyptic elements that are hinted in the show but changed their#mind after the one off with the frozen businessmen and dominoed into marcy and simons backstory. on the other side there are stories that#explain too much to let the story speak for itself and i think it ends up having to do more with the crew trying to lead ppl in a certain#direction than expand on what they have and i see a lot of this with miraculous. like when interviews and tweets are used as word of god in#arguments and it becomes a little stifling to play around with it knowing the creator can just interject. u can say its the crews effort to#engage with its audience but it feels more like micromanaging. and none of this is to say there ISNT room for stories that spell things out#theyre just suited for different things. if sesame street tried abstract approaches to themes and nuance itd be counterproductive#a lot of things fly over my head so i need help picking things apart to get it- but it doesnt have to be from the story itself. ive picked#picked up or built on my own interpretations listening to other ppl share their thoughts which creates conversation around the same thing#sometimes stories will spell things out for you without being so obvious abt it that it feels like its woven into the text. my fav example#for this might be ATLA using younger characters as its main cast but instead of feeling like its dumbed down for kids to understand why war#is bad its framed from a childs point of view so younger audiences can pick up on it by relating to the characters. maybe an 8 year old#wont get how geopolitics works but at least they get 'hey the world is a little more complicated than everyone vs. fire nation'. same for#steven universe bc its like theyre trying to describe and put feelings into words that kids might not have so they have smth to start with#especially with the metaphors around relationships bc even if it looks unfamiliar as a kid now maybe the hope is for it to be smth you can#look back to. thats why it feels like these shows grew up with me.. instead of saving difficult topics for 'when im ready for it'#as if its preparing me for high school it gave me smth to turn in my hands and revisit again and again as i grow. stories that never#treated u as dumb all along. just someone who could learn and come back to it as many times as u need to. i loved SU for the longest time#but i felt guilty for enjoying it hearing the way ppl bash it. bc i was a kid and thought other ppl understood it better than me and made#feel bad for leaning into the message of paying forward kindness and not questioning why steven didnt punish the diamonds or hold them#accountable. but im rewatching it now and going oh. i still love this show and what it was trying to teach me#yapping#diary
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kirbyddd · 9 months
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probably my favorite esoteric piece of Thief media is this "Interview with Garrett" some game magazine did (with garrett's responses actually written by the game's writer), and the interviewer asks why garrett's shoes make so much noise cloppin around when he's trying to be stealthy and garrett's like "these fine leather boots are the most exquisite ive ever seen.... i stole them from a noble and couldn't let them go...... i never take them off....."
the idea of garrett, who despises anything ostentatious and wears clothes so filthy his smell gives him away before his sound does, stealing a pair of shoes so beautiful he refuses to wear anything else ever again, even though they're tapdancing shoes and he sneaks around for a living, still slays me
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