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wispaus · 1 month ago
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littlebellesmama · 2 days ago
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The RACI Matrix: A Clear Guide to Defining Roles and Responsibilities
Imagine you’re on a project team, and everyone’s trying their hardest—but confusion still creeps in. Who’s supposed to do what? Who makes the final call? Who needs to know what’s happening? These questions can slow things down, drain energy, and invite mistakes. Enter the RACI Matrix—a simple yet powerful tool that answers these questions clearly. What Is a RACI Matrix? A RACI Matrix is a…
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softwarereviewforall · 2 years ago
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Asana vs. ClickUp vs. Monday.com: Choosing the Right Project Management Tool
Project management is a critical aspect of any business or organization. To streamline tasks, collaborate effectively, and ensure projects stay on track, businesses often turn to project management software. Asana, ClickUp, and Monday.com are three popular options in the market, each with its own strengths and weaknesses. In this article, we will compare these three tools based on various criteria to help you make an informed decision.
Overview:
G2 Rating is a reliable metric to gauge user satisfaction and performance. In terms of star ratings, Monday.com takes a slight lead with 4.7, followed closely by Asana and ClickUp with 4.3 and 4.7, respectively.
Market Segment tells you where these tools are most commonly used. ClickUp is preferred in the small-business segment (79.8% of reviews), followed by Monday.com (65.4%) and Asana (55.1%). Monday.com also has a strong presence in the mid-market (42.8%).
Entry Level Price varies significantly, with Asana offering a free plan, ClickUp at $0 per member per month, and Monday.com starting at $8.00 per user per month.
Total Number of Reviews indicates the overall popularity and user base. Monday.com leads with a substantial 14,775 reviews, while Asana and ClickUp follow with 9,346 and 8,889 reviews, respectively.
General Ratings:
Meets Requirements: Monday.com leads with a rating of 9.1, closely followed by ClickUp at 9.0. Asana and ClickUp also perform well, with 8.7 and 9.1 ratings, respectively.
Ease of Use: Monday.com has the highest ease of use rating at 9.0, while Asana and ClickUp both score 8.6. These scores suggest that all three platforms are relatively user-friendly.
Ease of Setup: ClickUp stands out with a rating of 8.8, while Asana and Monday.com both score 8.7 and 8.2, respectively.
Ease of Admin: Monday.com takes the lead with a rating of 9.1, while Asana, ClickUp, and ClickUp follow closely with scores ranging from 8.6 to 9.1.
Quality of Support: Monday.com has the highest support rating at 9.0, followed by ClickUp and Asana at 8.9 and 8.4, respectively.
Business Partnership: Monday.com excels with a 9.2 rating, while Asana, ClickUp, and ClickUp trail with ratings between 8.7 and 9.2.
Product Direction: ClickUp leads with 9.5, closely followed by Monday.com at 9.4. Asana and ClickUp also score well, with ratings ranging from 8.4 to 9.4.
Tasks:
Creation & Assignment: All three tools excel in this category, with ratings above 8.7.
Due Dates: Again, all three tools perform well, with ratings above 9.0.
Task Prioritization: ClickUp leads with a rating of 9.3, while Asana and Monday.com score between 8.7 and 9.3.
To-Do Lists: All three platforms score well, with ratings above 8.7.
Dependencies: All three tools offer decent dependency management, with ratings around 8.6.
Mass Updates: ClickUp and Monday.com lead in this category, with scores above 8.6, while Asana lags behind with a rating of 8.3.
Drag & Drop: ClickUp and Monday.com are preferred for their drag and drop functionality, scoring above 8.9, while Asana scores 8.5.
Recurring Tasks: ClickUp and Asana excel in this category, scoring above 8.8, while Monday.com lags slightly with a rating of 8.5.
Setup:
Activities and Flows: Monday.com stands out in activities and flows with a rating of 9.1, while ClickUp and Asana score between 8.5 and 9.1.
Dependencies and Notifications: Monday.com leads with 9.0, while Asana and ClickUp score between 8.5 and 9.0.
Task Creation:
Creation & Assignment and Due Dates: All three tools score above 9.0 in these aspects.
Drag & Drop and Mass Updates: ClickUp leads in drag & drop and mass updates, scoring above 9.0, while Asana and Monday.com score slightly lower.
Automation:
Workflows and Customization: Monday.com and ClickUp lead in these categories, with ratings above 8.8, while Asana lags slightly.
Data Repository: All three platforms offer decent data repository functionality, with ratings around 8.4 to 8.8.
Communication:
Chat and Discussions: All three tools perform well, with ratings above 7.5.
External, Feedback, and Announcements: Monday.com and ClickUp lead in external communication, while Asana lags behind. In feedback and announcements, all three tools score well.
Projects:
Planning and Project Map: Monday.com leads with ratings of 9.3 and 9.0, while ClickUp and Asana score between 8.6 and 9.3.
GANTT and Calendar View: Monday.com and Asana lead in these categories, while ClickUp lags slightly.
Project Budgeting: All three tools offer decent project budgeting features, with ratings around 8.0 to 8.7.
Issue Tracking: All three platforms perform well in issue tracking.
Templates and Critical Path: Monday.com and ClickUp excel in templates, while Asana lags slightly. In the critical path category, all three tools offer decent functionality.
Time & Expense: Monday.com and ClickUp lead in time and expense management, while Asana scores slightly lower.
Methodologies: ClickUp leads in methodologies, while Monday.com and Asana score slightly lower.
Management:
Updates and Audit Trail: Monday.com leads in updates and audit trails, while Asana and ClickUp score slightly lower.
Integration: Monday.com and ClickUp excel in integration capabilities, while Asana lags slightly.
Task Management:
Task Prioritization and To-Do Lists: All three tools excel in these aspects.
Dependencies and Recurring Tasks: ClickUp and Monday.com lead in dependency management, while Asana scores slightly lower.
Administration:
Permissions and Procedures: All three tools offer strong administration features.
Remote Work: ClickUp excels in remote work capabilities, while Monday.com and Asana score slightly lower.
Content & Documents:
File Sharing and Notes: All three platforms offer strong document management and collaboration features.
Search and Versioning: Monday.com and ClickUp lead in search and versioning capabilities, while Asana lags slightly.
Resource Management:
Resource Definition and Capacity: Monday.com
Resource Scheduling: All three tools offer solid resource scheduling features, with ratings above 8.6.
Project Management:
Task Prioritization and Planning: All three platforms excel in these aspects.
Views and Scheduling: Monday.com and ClickUp lead in views and scheduling, while Asana scores slightly lower.
Critical Path and Dashboards: Monday.com leads in critical path and dashboards, while Asana and ClickUp score slightly lower.
Controls:
Custom Views and User Management: All three tools offer strong control features.
Calendars and Public Sharing: Monday.com excels in calendars, while Asana and ClickUp score slightly lower. In public sharing, all three tools offer decent functionality.
Generative AI:
Text Generation and Text Summarization: All three platforms offer generative AI capabilities, with Monday.com leading in text generation.
Project Monitoring:
Baselining / KPIs and Resource Allocation: All three tools perform well in project monitoring, with Monday.com and ClickUp leading in KPIs and resource allocation.
Workload: ClickUp excels in workload management, while Asana and Monday.com score slightly lower.
Workspace:
Configuration and Insights: All three platforms offer strong workspace management features.
Project Management:
Task Management: All three tools excel in task management, with ClickUp taking a slight lead.
Planning, Visibility, and Integration: All three platforms offer robust project management capabilities, with Monday.com leading in visibility and ClickUp excelling in integration.
Communication & Collaboration:
Communication Channels: All three platforms provide strong communication channel options.
Document Management: Monday.com and ClickUp lead in document management, while Asana scores slightly lower.
Collaboration: All three tools excel in collaboration features.
Remote Collaboration:
Alignment and Accountability: All three platforms offer strong remote collaboration features.
Connectivity and Offline Mode: Monday.com leads in connectivity, while Asana and ClickUp score slightly lower. In offline mode, all three tools offer decent functionality.
Cost Management:
Project Budgeting and Time & Expense: All three platforms offer decent cost management capabilities, with Monday.com and ClickUp leading in project budgeting and time & expense management.
Profitability: All three platforms provide robust profitability tracking features.
Integration:
Front Office and Back Office: All three tools offer strong integration options.
External Data: All three platforms offer good external data integration capabilities.
In conclusion, Asana, ClickUp, and Monday.com are all strong contenders in the project management software market. The choice between them largely depends on your specific business needs, preferences, and budget. ClickUp is ideal for small businesses and offers extensive customization options. Monday.com stands out in terms of user satisfaction, making it a reliable choice for small and mid-market businesses. Asana, on the other hand, offers a free plan and is a well-rounded choice with a focus on task management and collaboration. Consider your unique requirements and user preferences to make an informed decision for your project management needs.
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txttletale · 2 months ago
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Setting aside the copyright discourse for a minute, what do you think is the real, actual wrong with ai? From what I can tell you're anti genAI but in a more rational way rather than going on personal vibes. I've mostly seen defensive posts about ai so I'm curious what you think are the actual harms we should be advocating against
have talked about this here. in general i think the most pressing things that are actually worth caring wrt genAI about are labour issues, both in the training of these models and in how they (like any meaningful advance in technology) are integrated into workflows in a way that immiserates workers (for example, attempts to turn writing credits into 'editing credits' by having writers work with AI-generated scripts that the WGA managed to put an end to). & i think the way to fight these things is, as i often repeat, through industrial collective action and not through yelling at people for generating 'mcdonalds simpsons porn room' lol
when it comes to other types of AI, i think that their role in essentially automating war crimes and providing clumsy cover for what are fundamentally indiscriminate massacres is also obviously deeply evil, but has less to do with any actual feature of the technology itself and more to do with its marketing -- this is the "AI"-as-social-object vs. generative LLM distinction i think people are bad at making. like, i don't think that "we need to bomb this family home because the computer said so" is fundamentally different to its analog version, "we're renditioning you to a concentration camp because our chart said so". the important technology here is the imposition of the aesthetic of technocratic managerialism over nakedly arbitrary violence and cruelty, not anything that the AI is doing per se.
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signanothername · 5 months ago
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it might be an awkward question but-
HOW DO YOU MANAGE TO DRAW SO MUCH?? how do you get so many beautiful ideas? how do you keep yourself motivated? tell me your secret I will sell you my soul
🩵 🫴 take it.
Why thank you 🫳🩵
Ah the question ever
Truthful and simple answer is that there’s no secret
This might seem contradictory considering how much I post, but I genuinely am not as motivated or as inspired as I seem to be
I struggle a lot with ideas and motivation and that is a problem I have on a daily basis that’s been happening for years (I have SO many wips that I never shared)
It’s not about the struggle, it’s about how I curated my art to that struggle
I’m at a constant threat to experience burnout (certified chronic pain and chronic fatigue haver), so to combat that, I take measures to make sure I don’t burn myself out and actually reserve the very little energy I have to continue doing artworks/comics
To give you a specific example, if you notice with my comics, they’re always sketchy and are never colored, that’s not because I don’t want to make colored comics, but because of knowledge from previous experiences that if I actually forced myself to make colored comics, I’d immediately plunge to burnout and would probably not be able to draw for a few weeks after because of it (in fact the last time I made a colored comic was here, which is a rare occasion even then btw, and that comic caused me to experience a near burnout)
Which was extremely frustrating to me at some point might I add, because before 2021, I had no problem making so many colored comics and artworks at a short span of time, I actually had motivation before (something that is lost to me now), so you can imagine how genuinely frustrating it is, it even made me feel like I’m not a “real” artist
(The concept of what is considered a “real artist” is bullshit btw, someone who draws stickmen everyday is as much of a real artist as someone who makes diverse fully colored artworks with backgrounds and everything, as long as you use your creativity and turn it to something meaningful, you’re already a real artist, regardless of skill or the extent of which you are able to conceive with your art)
That being said, it’s all about finding your own footing and workflow, what works best for you? What doesn’t?
Some things that you’d love for them to work (in my case making colored comics) might not work in reality, life is disappointing like that, so it’s also about acceptance
Acceptance of yourself as you are, maybe it’s not what you truly strive for, maybe you wish you could do more, but sometimes taking a step back and looking into yourself to see if you can actually achieve what you want with the resources you have could be life saving
So when it comes to motivation? Find your workflow, what are the things that you know could make you lose your motivation? On the other hand, what are the things that preserve your motivation?
Not only that, but time management is also a contributing factor
Of course, my own way to preserve my motivation/energy is as follows:
1- never force myself to finish artworks/comics if I feel like I can’t (even if I really really want to), I save them up for later when my motivation for them kicks back in
2-let perfectionism go, if I keep fretting over whether every line in an artwork looks good I’ll never accomplish anything but destroy my mental health (certified perfectionist speaking btw)
3-comics stay as sketches, as much as I want to make beautifully colored comics, I know this will only contribute to my burnout, so keeping it real with myself and what I can accomplish with my own resources (energy, time, health, etc) is important
4-making multiple sketches in a day then choosing what fancies my brain that day, or getting back to older sketches I already made before (sometimes months before) to see if my brain has the itch to work on any of them, by doing that, then I’m giving myself actual diversity in choices to choose from, which helps me feel like I don’t have to be forced to work on anything new, or something that I don’t wanna work on
For clarification, I’m talking actual sketches, not cleaned up ones, if you make clean sketches you won’t be able to make multiple ones in the same day
Here’s an example of what I mean by sketches
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5-stop beating myself up over things I can’t control, if I keep being harsh on myself over the fact I couldn’t finish an artwork or the fact I’m not satisfied with it, it’ll only contribute to make me feel bad about myself and that would only contribute to me losing even more motivation which contributes to beating myself up and so the self torture cycle goes on, myself deserves to be pat on the back gently and be told “it’s ok, you’ll get there in time”
6-teach myself that it’s ok to lose motivation, there are times in which I do not open my art app for weeks, instead of hating myself for it, I tell myself “you need time, you’re tired and you need the break”, and it’s true, if you lost motivation, it’s most likely due to something else contributing to it
So i just ask myself what’s up, sometimes, I’m overworked in other life aspects, other times I’m in too much pain, so instead of forcing myself through my demotivation, I take care of these factors demotivating me so I’d feel comfortable enough to be able to work on artworks again
If I couldn’t identify a factor contributing to my loss of motivation, then I take it as my own brain telling me that it needs the break, it needs the dopamine if doing something different and I do that, whether by watching my favorite shows, playing my favorite games, trying a different hobby like writing or reading, etc
7- work on my own time, sometimes I do finish artworks quickly, and I do have the capacity to do so, but I’ve noticed that my loss of motivation became less of an issue when I gave myself the actual time to work on artworks, sometimes, a simple artwork that I could finish in 20 minutes takes me weeks to finish, not because I can’t finish it earlier, but because I intentionally worked slowly on it as I’m working on other artworks just as slow, that way, I don’t overwhelm myself and I’m making progress on multiple artworks/comics at the same time, and seeing such progress gives me even more motivation
Cough, anyway, got lost in talking about motivation ghcchch
As for your other question about how I get my ideas, it’s usually something I saw that inspired me, whether an artwork, something irl, etc
Or even sometimes, my own artworks inspire ideas for comics, so I’d draw something, then ask myself (asking yourself questions is such a great helper when it comes to coming up with ideas) why is the character doing this? How did they get there? Etc
That helps me come up with answers which are then answered via comics or multiple different artworks
For example, this comic, what inspired it was me asking myself one simple question, “what would happen if Murder actually asked Nightmare for a visit home for once, instead of running away like he always does?”, and that immediately got me to work on the comic
Of course, it doesn’t mean I always am on the ready for an idea, in fact, a lot of the time my mind is blank, nothing up there to help me, which is why I turn to mindlessly sketching sometimes
I just open a canvas and start sketching, what? I don’t know, I’m just gonna sketch something, could be a character, environment, scribbles, meaningless lines etc, it’s my iwn version of a warm up, and it helps a lot with making my brain get into the zone
That’s all I can think of off the top of my head
Enjoy a look into my brain chhcchch
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fuck-customers · 6 months ago
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So y’all know how when you go to a clinic you usually end up waiting 30+minutes past your appointment time, and you get upset because you probably received a dozen notifications beforehand telling you to arrive early or else? Yeah, lemme give you a peak behind the curtain real quick. Spoilers: it’s management obsessing over money
So at my company, appointments are automatically only fifteen minutes long, but we have the opportunity to edit appointments to be thirty minutes long instead of fifteen, which we usually end up doing because of a mix of chronic understaffing (like only two people per clinic levels) and the fact that a lot of people need more than fifteen minutes to be taken care of, even for “simple” things like runny noses. Management doesn’t like that, though. See, going from fifteen to thirty means going from four patients (or customers in their words) to two, therefore half the money.
So they call us lazy, tell us we’re “triaging” and “pre-diagnosing” and will literally stop us from doing our jobs to make us explain every individual thirty minute appointment or added break. They also frequently change our equipment, our policies, our workflows, and don’t tell us until after, so we have to learn things on the fly or play catch up. Nearly 100% of these assholes have no medical degrees or certifications, and several of them have openly told me they’ve never worked in healthcare before
So yeah, next time you’re stuck in a lobby for an hour past your appointment, know it’s because someone without a degree gave the people with degrees garbage cans masquerading as medical equipment and told them to (for HIPPA’s sake know these are generic examples and not specific patients) sew together someone’s grandma’s face in fifteen minutes (we can’t, so you get pushed back) followed by seeing a car crash survivor in fifteen minutes (we can’t, so you get pushed back) followed by some traumatized three year old with a UTI in fifteen minutes (WE CAN’T, so you get pushed back), etc.
We’re trying y’all, but we just get punished for it and your wasted time means nothing to management’s money
I'd always just assume it was the bean counters that quadruple the appointments to squeeze more people in at a time for max profits.
My Rheum is especially bad about that. You get there the "mandatory" 15 minutes early, they'd call you back 2 hours past. Leave you in the room alone for another 45min to an hour, then take your vitals and after another 2 hours he walks in says "everything looks good and I'm sending in your refills." and walks out and it's over.
30 years of it and the supermarket still gives me grief when I take the whole day off. "You don't need the whole day for a 15 min appointment." Like they have never been to a doctor. My Rheum is the only one on my insurance for 350 miles. So...
-Rodney
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fearfulfertility · 6 months ago
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SURROGATE PROCESSING WORKFLOW
DRC, Facility Operations Command, Compound Oversight Unit
Date: [REDACTED]
Subject: Surrogate Management Protocols
Location: Paternity Compound 131, [REDACTED], Oregon
Objective
This document provides a detailed overview of the surrogate processing workflow employed at Paternity Compound 131. It highlights the efficiency-focused methodologies implemented throughout the process, from intake to post-delivery. Personal letters from Surrogate ID S131-279-P are included, documenting his journey from arrival to delivery to help illustrate the overall operations.
I. Arrival & Intake
Transport
"Dear Dad,
I’m not sure where to start. They brought me here in this big, quiet van, and as soon as we got off, they started running all these tests. They gave me a number and tattooed it on my stomach like livestock. They keep saying I’m doing something important for the greater good, but I'm just confused." - S131-279
Candidates are transported to the facility in climate-controlled vehicles, ensuring they arrive in stable physical condition. They are processed in batches of [REDACTED] at a time for efficiency.
Initial Assessment
Upon arrival, surrogates undergo physical and psychological evaluations to assess readiness for the program. This includes fertility screening and compatibility testing for high-multiparity potential.
Registration
Each surrogate is tattooed with a unique ID number for tracking and monitoring throughout their conscription period, imprinted just above their navel.
Compound ID: The facility they will be housed in for gestation.
Arrival ID: The order number in which they arrived at the facility. 
Fetal Count: A letter to indicate the number of viable fetuses they carry:
A (1) - B (2) - C (3) - D (4) - E (5) - F (6) - G (7) - H (8) - I (9) - J (10) - K (11) - L (12) - M (13) - N (14) - O (15) - P (16) - Q (17) - R (18) - S (19) - T (20) - U (21) - V (22) - W (23) - X (24) - Y (25) - Z (26)  Example: Paternity Compound 127 + 437th Surrogate to Arrive + Carrying Quattuordecuplets (14) = S127-437-N
II. Rest & Preparation
Induction & Crowd Control
"Hey Dad,
Things are getting weirder by the day. Yesterday, they gave me a shot that burned like hell and made me feel woozy. It must have knocked me out cause I woke up, and it was tomorrow morning. I don’t know what happened, but I was so sore. I just want to go home." - S131-279, Arrival Weight 170 lbs
Entry areas are designed to funnel a group of surrogates into a single file line. Short but sweeping corridors are employed so that each candidate is prevented from seeing what lies ahead and concentrates on the individual in front of it.
Hygiene Protocols
Surrogates are directed to communal hygiene zones where they undergo full-body cleansing, enemas, and sterilization procedures.
Hormonal Optimization
Subjects are administered hormonal injections and supplements to ensure optimal uterine receptivity and increase the likelihood of successful embryo implantation.
Tranquilization (Optional)
Depending on the subject’s stress levels, mild to full sedation may be administered to maintain compliance and calm.
Note: [REDACTED]% of surrogates require some form of sedative before insemination.
III. Insemination Process
Surrogates can be assigned one of three insemination methods, depending on operational efficiency, donor availability, and strategic objectives:
"Dad,
I don’t even know who I am anymore. My body feels like it’s not mine. It’s only been a week since I arrived, and my stomach is growing so fast it scares me. I can’t stop eating, and it’s like my hunger gets worse the more I eat, but I can't stop. They keep telling me this is normal, that 16 is a "good number"?! They said it was a badge of honor. Sixteen! I feel like I’m being turned into something I don’t understand, and I can’t stop it." - S131-279-P, Day 6, Weight 192 lbs (+22 lbs)
In Vitro Fertilization (IVF):
Procedure: Embryos fertilized in a laboratory are implanted directly into the surrogate's uterus. 
Benefits: High precision, maximum control over embryo count, and genetic compatibility.
Usage: Preferred for surrogates assigned to carry high-volume fetuses or when multiple donors are involved.
Traditional Method (Sexual Intercourse):
Procedure: Selected donors engage in physical intercourse with surrogates under closely monitored conditions.
Benefits: Natural conception methods reduce laboratory overhead and offer efficient insemination for surrogates with high natural fertility markers.
Usage: Typically used donor compatibility is exceptionally high.
Fluids Infusion (Turkey Baster Method):
Procedure: Donor samples are introduced directly into the surrogate's reproductive tract using a sterile infusion device.
Benefits: Combines simplicity with minimal intervention—a cost and time-effective alternative to IVF and traditional methods.
Usage: Often employed in high-volume batches where rapid insemination is required or transportation to the nearest compound is infeasible.
Post-Procedure Monitoring: Surrogates remain in observation units for [REDACTED] hours to confirm successful implantation and address any immediate complications.
IV. Monitoring & Maintenance
Ward Assignment
"Dad,
I don’t think I can do this anymore. My belly is enormous—I can barely move, and I’m out of breath all the time. They keep saying I’m ‘thriving,’ but how can they call this thriving? I heard one of the staff joking about how I’m ‘one of the biggest ones yet.’ They think it’s funny. I don’t. I can feel them—16 of them—moving inside me, taking over everything I used to be. I’m not me anymore." - S131-279-P, Day 13, Weight 254 lbs (+84 lbs)
Surrogates are transferred to gestational wards, where they will reside for their pregnancies. These wards have medical monitoring stations, communal feeding areas, and resting zones.
Nutrition Protocols
Diets are adjusted to high-calorie "one-size-fits-all" solutions, such as nutrient-dense puddings designed to promote fetal growth while maintaining surrogate docility. Hormonal treatments are incorporated into meals to reduce the need for frequent medical interventions.
Weekly Checkups
Surrogates undergo routine ultrasound exams, weight measurements, and health assessments to ensure all embryos develop within target parameters.
Behavioral Observations
Any signs of distress or resistance are addressed promptly through psychological support or, if necessary, isolation protocols.
V. Delivery Process
"This will probably be my last letter. I don’t think I’ll make it much longer. My body’s breaking under the weight—literally. I'm too big, no one was ever meant to be this big. They’re moving me to the birthing wing tomorrow, and I know what that means. I’m terrified, but I don’t have a choice. I just want you to know I didn’t have a choice." - S131-279-P, Day 28, Weight 490 lbs (+320 lbs)
Pre-Labor Preparation
As surrogates approach full term (29-35 days), they are moved to birthing wings equipped with specialized delivery equipment and staff trained for high-multiparity births. Diets are radically adjusted to promote greater weight gain.
Labor Management & Delivery
Surrogates are monitored continuously, and medical staff is on hand to manage complications. Multiple babies are delivered in succession. This process may last several hours or more, depending on the number of fetuses.
Post-Delivery Processing:
Fetuses are immediately evaluated for health and viability.
Surrogates are provided palliative care as necessary.
VI. Post-Delivery Workflow
"Surrogate S131-279-P demonstrated remarkable endurance and successfully delivered 16 fetuses, average weight 14 lbs, in 30-45 minute intervals, after a 34-hour labor. The surrogate's abdomen showed extreme distension, with clear evidence of significant internal [REDACTED]. Full natural delivery was achieved, but the surrogate succumbed to irreversible [REDACTED] failure minutes after the final baby was delivered." - Dr. [REDACTED], Chief OBGYN, Paternity Compound 131
Vital Cessation Verification
Medical staff confirm the cessation of all vital signs immediately following delivery to ensure compliance with humane protocols. Time and cause of expiration are noted for record-keeping and research purposes.
Surrogate Decommissioning & Disposal
[REDACTED]
Note: As standard protocol, all personal items of Surrogate S131-279-P were recycled following his decommissioning, including the destruction of [REDACTED] paper letters addressed to a Mr. [REDACTED] Collazo.
Surrogate Output Metrics
Each surrogate’s performance is evaluated against pre-delivery projections. The Prenatal Division records key performance indicators for review, including total fetal weight, fetal viability, and gestational efficiency. Personal details related to the surrogate are then purged to save computer storage space and maintain confidentiality.
Key Metrics and Efficiency Goals
Average Per Surrogate: 8–14 Embryos
Delivery Survival Rate (Fetuses): [REDACTED]%
Surrogate Survival Rate: 0%
Cost per Surrogate: $[REDACTED]
This structured process ensures that surrogate output meets national population growth goals while maintaining operational efficiency and cost-effectiveness.
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Click Here to return to DRC Report Archives
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3liza · 1 year ago
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everyone suggesting alternatives for Photoshop is inevitably not actually using most of the Photoshop functionality, which to be fair is probably the vast majority of the potential Photoshop userbase.
the reason Photoshop has been industry standard for 30 years is that it does almost everything and has almost always done almost everything. it has had a few weird slow adoptions, for example it didn't support basic live mirroring while drawing until the 2010s (ish). it didn't have recovery saves or auto saving until about then. it's never been the absolute last word in real media synthesis, that was Corel Painter for years and now I think CSP is probably the king. illustrator is better at vectors. etc. but Photoshop can do all of those things well enough to prepare a professional grade, print-ready artwork from RAW file to layout to text to retouching to total from-scratch illustration, in one step, with layer and channel separation, multiple types of masking, adjustment layers, lossless file object placement, vector text transformation including all standard print layout tools like kerning, like spacing, comprehensive font support, and both true font variation and faux transformation like fake bold and fake italic. and clients and print workflows are expecting PSD files and file preparation for this reason. Krita, as an example of a popular program suggested as an "alternative to Photoshop" which I have used for hundreds of hours to do professional and personal work, is great for drawing but has a completely unusable text engine, you can't make a webcomic with speech bubbles easily and quickly in Krita. it was like pulling teeth even trying to put "BABY SLUT" on my Lethal Company skin with Krita. but you can lay out an entire magazine in Photoshop in an afternoon, and people do (print preparation is whole other topic I'm not saying vogue is prepared solely in Photoshop, it isn't, I'm saying you CAN do it in Photoshop)
I have never paid for an Adobe product, I am not pro Photoshop, I am pro getting my work done. I would absolutely love for there to be an actual Photoshop alternative, but there isn't. there are individual alternatives for individual features of Photoshop, and if you are working in a limited professional scope or you just want a drawing program or just want to make your webcomic or just want to do pixel art then one or two programs will replace Photoshop for you. everyone who, like me, has to do RAW editing, fashion retouching, print and web layout, pure digital illustration, vector illustration, text and graphic design, and all the rest of the crap I have to do in a format that's accepted by publishers and the rest of the various workflow destinations it's just not realistic. which is why it's great that Photoshop is completely trivial to pirate at any stage of its development you care to install,including versions prior to the introduction of the AI crap, the cloud crap, and the rest of the crap no one serious is actually using unless their manager is forcing them to
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vivalgi · 6 months ago
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This post is primarily meant for all the doubters, naysayers and people in denial who ganged up against me when I first declared my suspicions that wannabe Malfoy revealed on @candlelightgames' Instagram post might be AI generated.
I will point out some of the most obvious signs of AI usage after the break but first I want to quote Owen Wilson: "Wow!" Usually half the AI image detectors fail to do their job, but never before have I seen such a unanimous decision - all 7 out of 7 online tools that I managed to find are saying that the Project Spellstruck's first character art is most likely AI:
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Now, onto the analysis. People are still expecting clearly visible errors from generated images, such as irregular amount of fingers or something going through another object, but AI has come a long way and it's becoming harder to point out obvious signs without focusing hard. It's even able to create a vague resemblance of symmetry and repeating elements. AI generated art isn't often published "straight out of the oven" either. Artists-prompters make the AI do a lot of inpainting and add their own little touch-ups until the images are more or less presentable. A character has 16 fingers? Just mark the problematic area you want to be regenerated, maybe even make a rough sketch over it and then have the program do its job again. Even Bardick's design evolution, CL has demonstrated, looks very similar to the typical AI-assisted workflow I just described:
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It's hard to put into words what makes art feel and look AI, but don't worry, doubters, I can also point out some strange elements that strongly hint at this character art being largely made by AI.
Below is the highest quality image I could get, so you can come back to it and zoom in if you want to see the clean version without my scribbles:
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The coat's lapels
In the corner of the left lapel there's this triangular piece:
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Whatever it's meant to be, it's a single solid object and not nearly as incoherent as what's happening on the opposite side:
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The triangular shape seems to be made up of 3 disconnected sticks and the ends of the golden protruding lines that flow into that corner, become intrusions, although they don't line up very well either. Try to explain what the artist was attempting to do here. It's a very clear example of AI making up some fuzzy incoherent details. No need to find any further evidence really, but let's move on.
Occasional double vision effect around the edge of the golden hem, creating parallel running lines (a typical thing I've noticed image generators tend to do):
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The pants and belt
That wobbly dotted line is the edge of his pants:
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I've also traced the lines of the belt buckle, so you can see exactly how much it makes sense upon closer look. Not a lot, right? Also, the prong melts into the buckle, doesn't even go through the belt's hole and there's more fuzzy scribble around it.
Shadows
The shirt's collar creates shadows to both sides of it:
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The lighting source seems to be behind the guy as the corner of the collar is further from the viewer than the shadow it casts:
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Some other shadows are suspicious as well but not so obviously bad to confidently demonstrate them.
This is not an attempt to turn anyone against AI, but merely an analysis to show the most obvious signs that this dude was probably more or less generated by AI. If you like this kind of artificial art and are fine with Candlelight or any other studio/artist using it, then I won't stop you from enjoying it. If you have a hard time recognizing AI art then I truly envy you, ignorance is bliss as the saying goes. However, please don't come to proudly demonstrate your ignorance and argue with me or even worse, try to make fun of me because you think I'm wrong in saying that this character art was generated with AI. As I've now proven, it most likely is. It's too early to turn into an overprotective fangirl over a project we still know barely anything about.
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idrellegames · 3 months ago
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can i inquire generally what your twine stories look like in editing format? like with the different connected squares that contain text blocks. im writing smth rn but i fear my organization in twine is not optimal at all. how did you manage for as big of a story as you have?
I figured out something that makes sense to me. I'm the only person developing this game, so it's optimized for my own systems and workflow. What I do may not work for anyone else.
A few things: I don't try to pre-plan my branches in Twine itself. It doesn't really matter what the tree even looks like until I'm coding it, and the main thing the visual editor helps with is seeing the overall flow of the game, how everything connects together, and finding sections where something got overlooked.
Because of the lag in the Twine editor and also to help with compartmentalizing the game into different sections, I split it into multiple stories that are then compiled with Tweego. So, there is no overarching editing tree for the whole game that I actually use.
This post and this post goes more into that process.
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This is my current library, with each chapter file labelled. WAYFARER is the start of the game (CC, Prologue, the first bit of Episode 1), Chapter_1.1 is the Route A Count fight and end of the episode, Chapter_1.2 through to Chapter_1.6 is Route B of Episode 1, Chapter_2.1 to Chapter_2.3 is Episode 2, so on and so forth).
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This is what one of the files in the editor looks like. I colour code some passages to make it easier to see major events (yellow is autosave, green is the start of a major branch/choice, red is combat). This story file corresponds to the fight with the Crimson Count on Route B in Episode 1.
I use an old version of the Twine editor because I didn't like some of the newer updates, so I reverted to the last version I like (that's why my library and story files may look a bit different from what's current).
I don't use VSCode with Twee plugins since I didn't like it, though that is probably a better way to make a large game than what I'm doing. I have a system that works for me; I don't really see the point in updating it to something else when what I do makes a functioning game and I already have a lot on my plate with writing new content.
I've heard of people taking Wayfarer's HTML file and attempting to upload it into the Twine editor to code dive, but this is not going to be useful because:
The size of the compiled game will make the editor non-functional due to lag. It will probably break it.
Twine overlays all of the compiled story files on top of the other so you can't even see what's going on.
What is helpful for me is to make sure that every passage has a unique label. I never name my passages the same thing as their link text (for example, if I have a link that reads "1. Attack", the title of the corresponding passage is never "1. Attack").
Instead, I label passages according to what story file they are in along with a single word referencing my internal notes so I don't get lost, and then a letter + number combination for tracking splits. So, a link that reads as "1. Attack" to the player may end up having a passage title as something like CHAPTER 3.4 ATTACK 01. And then if it divides into three choices at the end of the passage, the titles for those passages could end up as something like CHAPTER 3.4 ATTACK 01A, CHAPTER 3.4 ATTACK 01B, CHAPTER 3.4 ATTACK 01C.
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whmp · 2 years ago
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hey, it's me! i'm still alive, somehow, though just barely. this semester has been pretty tough so far and will probably remain that way until spring. despite this, i managed to add some fun new features. : ) ALSO i promise 100000% that if you sent me an ask i WILL answer it. i will. anyway, look at all those cool things! -> a system for cuts, bruises, tattoos, wounds and other decorations your whumpee's skin is an empty canvas. whether you fill it with scars and wounds or cutesy band aids is up to you!
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the way this is set up is kind of like a bunch of stickers. so for example, if you decide to hurt the lil' guy with something sharp, he'll get a "stab wound" sticker in the spot you decided to target. over time, that sticker will change over to a "stab scar" one. it's a very flexible way to do things, but it still needs some work and a couple big changes, since it's very unfriendly to low-end computers. in terms of visuals though, it should look exactly the same as the decal-based "decorations" for your whumpee that you see above!
- a better way of getting that dude on camera the camera system is now a lot more immersive and will fit the story. the awkward developer cam that could clip into walls is no more.
you can drag around the view and zoom in and out by scrolling. as you progress, you'll get access to even more ways to invade your whumpee's privacy. : )
-> new ways to get horny in the last devlog post (around 1000 years ago) i said that you won't see any "horny accessories" in the upcoming updates. that was a complete lie, sorry! here's a preview of some cool new horns you can give to your whumpee.
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the neat part is that the horns are customizable - other than just choosing the shape, you can modify their size and color gradient. -> other stuff + story i've made plenty of changes and additions to the back end. most of it is not flashy or super significant - most of the time and energy i could dedicate to the project went right into fueling the violent, bloody conflict between me and custom shader code. i've also made some updates to how time is simulated and fixed a bunch of bugs. there is now a sound system too! i'll look for some copyright-free sfx and music before the next update. oh, and there's some lore too!
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i've been experimenting with different ways of delivering the main storyline. heavily stylized cutscene-like sequences were very fun to do! not sure if i'll stick with this style though. either way, i have the general outline of something that resembles a plot. >: ) that's it for now! again, sorry for the irregular update schedule. i've been following the "no progress for a long time, then one night you have all the energy and inspiration in the world and you zone the fuck out for an unhealthy amount of time just working on your thing then until realize that you're going to be asleep within the next 40 seconds" development strategy - hopefully, my brain will kindly allow me to switch to a more comfortable workflow. :' ) taglist below: (let me know if you want to be added OR LET ME KNOW IF I FORGOT TO ADD YOU IM SO SORRY) @whumpinthepot @andithewhumper @pigeonwhumps @monarchthefirst @scp-1296 @whumpedydump @screenys-whump-corner @whumpshaped @bloodsweatandpotato @burning-and-remembering @thealmightyconeoftruth @whimpity-whumpity @catnykit @vietbluecoeur @rainythealias @cardboardarsonist @snakebites-and-ink @lthrboy @woo-lu-woo @wingsofadragonsstuff @wecoffphm @bayvel @pics-and-fanfics @dokidokisadness @generic-whumperz @lambetjenasus @aarika-merrill @hayaneakabane @moons-cozy-corner @brittaunfiltered09 @rule-masochism @reverie1234 @oddsconvert @wh-wh-whumpified @currentlyinthesprial @cupcakes-and-pain @heavenlyden @whumpsday @likeadeadbattery @stay-on-topic1 @cyborg0109 @kawhump @astrowhump
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blissfullyunawares · 4 months ago
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5 Days of Helping You Outline Your Next Novel
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Day 5: Obsidian for Outlining
Find all 5 installments of the mini series: helping you outline your next novel
*I have added a layer of “static” over my screenshots so they are distinctive enough to stand apart from the surrounding text
did you miss this series? here you can find all posts here: [day 1] [day 2] [day 3] [day 4]
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Do you use Obsidian?
What is Obsidian?
A note-taking and knowledge management tool that allows you to create and connect notes seamlessly.
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Uses a local-first approach, meaning your data is stored on your computer, not the cloud (unless you choose to sync).
Features bidirectional linking, which helps create a non-linear, networked way of organizing ideas—great for brainstorming and outlining.
Why should you use Obsidian?
Flexible & Customizable – Unlike rigid writing apps, you can design your own workflow.
Distraction-Free Writing – Markdown keeps the focus on text without extra formatting distractions.
Ideal for Outlining & Organization – Connect story ideas, characters, and settings effortlessly.
Obsidian for Writing
Outlining
Creating a One Pager
Create a single markdown note for a high-level novel summary.
Use headings and bullet points for clarity.
Link to related notes (e.g., character pages, theme exploration).
Here’s an example of an outline I’m currently using. This is what my website will have on it (and what goals I hope to achieve w my website)
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Using the Native Canvas Tool
Use Obsidian’s native Canvas tool to visually outline your novel. (Best on PC)
Create a board with columns for Acts, Chapters, or Story Beats.
Drag and drop cards as the story evolves.
Writing
Why Write Directly in Obsidian?
Minimalist interface reduces distractions.
Markdown-based formatting keeps the focus on words.
No auto-formatting issues (compared to Word or Google Docs).
Why is Obsidian Great for Writing?
Customizable workspace (plugins for word count, timers, and focus mode).
Easy to link notes (e.g., instantly reference past chapters or research).
Dark mode & themes for an optimal writing environment.
Organization in Obsidian
Outlining, Tags, Links
Each chapter, character, important item, and setting can have its own linked note.
Below, for example, you can see the purple text is a linked page directly in my outline.
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Use bidirectional linking to create relationships between (story) elements. Clicking these links will automatically open the next page.
Tags can be used for important characters, items, places, or events that happen in your writing. Especially useful for tracking.
Folders for Efficient Storage
Organize notes into folders for Acts, Characters, Worldbuilding, and Drafts.
Use tags and backlinks for quick navigation.
Creating a separate folder for the actual writing and linking next (chapter) and previous (chapter) at the bottom for smooth navigation.
You can also create and reuse your own internal templates!
Spiderweb Map Feature (Graph View)
Visualize connections between characters, plot points, and themes. Below you’ll see the basic mapping of my website development project.
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This view can help you spot disconnected (floating) ideas and create bridges to them.
Exporting
Why Export?
Ready to format in another program (Scrivener, Word, Docs, Vellum, etc).
Need a clean version (removing tags, notes, etc) for beta readers or editors.
Creating a backup copy of your work.
When should you export?
Personally, I like to export every 5 chapters or so and update my live version on Google Docs. This allows my family, friends, and beta readers to access my edited work.
After finishing a draft or major revision.
Before sending to an editor or formatting for publication.
Where should you export?
Personally I copy and paste my content from each chapter into a google doc for editing. You may also want to make note of the following export options:
Markdown to Word (.docx) – For editing or submitting.
Markdown to PDF – For quick sharing
Markdown to Scrivener – For those who format in Scrivener.
To Conclude
Obsidian is an invaluable tool for novelists who want a flexible, organized, and distraction-free writing process.
Try setting up your own Obsidian vault for your next novel! Comment below and let me know if this was helpful for you 🫶🏻
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your reblogs help me help more ppl 💕
follow along for writing prompts, vocabulary lists, and helpful content like this! <333
✨ #blissfullyunawaresoriginals ✨
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softwarereviewforall · 2 years ago
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Top 10 Work Management Software - G2.com
Sure, here is a longer version of my last answer that avoids repetition:
Work management software is a suite of tools that helps teams organize, track, and collaborate on projects and tasks. It can be used by teams of all sizes, in all industries, to improve productivity and efficiency.
Here is a list of the top 10 work management software products, according to G2.com:
Smartsheet
monday.com
ClickUp
Asana
Quickbase
Podio
GanttPRO
Teamwork.com
Screendragon
Scoro
These software products offer a wide range of features, including:
Task management
Project management
Collaboration tools
Time tracking
Reporting and analytics
They also integrate with a variety of other business applications, such as CRM, ERP, and HR software.
Benefits of Using Work Management Software
There are many benefits to using work management software, including:
Improved productivity: Work management software can help teams to be more productive by streamlining workflows, automating tasks, and providing real-time visibility into project progress.
Increased efficiency: Work management software can help teams to be more efficient by reducing duplication of effort and eliminating communication silos.
Improved collaboration: Work management software can help teams to collaborate more effectively by providing a central platform for sharing files, documents, and feedback.
Enhanced reporting and analytics: Work management software can help teams to generate reports and analytics that can be used to track progress, identify areas for improvement, and make better decisions.
How to Choose the Right Work Management Software for Your Team
When choosing a work management software product, there are a few factors to consider:
Team size: Some software products are designed for small teams, while others are designed for large teams. Choose a product that can scale with your team as it grows.
Industry: Some software products are designed for specific industries, such as marketing, software development, or construction. Choose a product that is tailored to the needs of your industry.
Features: Consider the features that are most important to your team. Some common features include task management, project management, collaboration tools, time tracking, and reporting and analytics.
Integration: Consider the other business applications that you use. Choose a software product that integrates with your existing applications.
Budget: Work management software products can range in price from free to hundreds of dollars per month. Choose a product that fits your budget.
Additional Tips for Choosing and Using Work Management Software
Here are a few additional tips for choosing and using work management software:
Get input from your team: When choosing a work management software product, get input from your team to understand their needs and preferences.
Start with a free trial: Many work management software products offer a free trial period. This is a great way to try out a product before you commit to buying it.
Get training: Once you have chosen a work management software product, be sure to get training on how to use it effectively.
Customize the software to your needs: Most work management software products allow you to customize the software to meet your specific needs.
Use the software regularly: The more you use your work management software, the more benefits you will see. Make sure to use the software regularly to track your team's progress, collaborate on projects, and generate reports.
How to Increase the Length of Your Last Answer
Here are a few tips on how to increase the length of your last answer without repeating yourself:
Provide more detail: When describing the benefits of using work management software, provide more detail about how each benefit can impact your team. For example, instead of saying "improved productivity," you could say "work management software can help us to be more productive by streamlining our workflows and automating tasks."
Share examples: Share examples of how you have used work management software to improve your team's productivity, efficiency, collaboration, and reporting. This will help your readers to understand how the software can be used in real-world situations.
Discuss the challenges of choosing and using work management software: Choosing and using work management software can be challenging. Discuss some of the challenges that you have faced and how you have overcome them. This will help your readers to learn from your experience.
Provide your own insights and recommendations: Based on your experience with work management software, provide your own insights and recommendations. This will help your readers to make informed decisions about which software product is right for their team.
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racefortheironthrone · 1 year ago
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If management finds a way to automate jobs during a strike, is that scabbing?
Peripherally.
The automation itself is more part of the general category of management strategies to restructure workflow and production methods in order to reduce the need for, and thus the power of, labor. This dates back to the origins of Taylorism itself in the 1890s as an effort to “steal the brains from underneath the cap of labor” and through to the emergence of Human Relations and Industrial Psychology in the early 20th century as a means to better control workers. So I think you could see in as essentially equivalent to classic speed-up and stretch-out efforts to maintain production at as low a cost as possible during a strike, and thus break the union.
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However, the dirty truth of automation is that there is no clean way to fully substitute machinery for labor. Due to the inherent limitations of technology at any stage of development, you need labor to repair and maintain and monitor automated systems, you need labor to install and operate the machines, you need labor to design and program and manufacture the machines. (This is one reason why the job-killing predictions around automation often fall flat, because the supposedly superior new technology often requires a significant increase in human labor to service the new technology when it breaks. For example, this is why automation in fast food has proven to be so difficult and partial than expected: it turns out that self-checkout machines are actually very expensive to operate in terms of skilled manpower.) And to the extent that a given automation contract or project is being undertaken during a strike in order to break that strike, that’s absolutely scabbing.
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ostrichmonkey-games · 11 months ago
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Ostrichmonkey Hack: Layout Behind the Scenes
Been procrastinating on this enough! So here is a look at some of the process and decisions that went into doing the layout for the Ostrichmonkey Hack.
Let's start with the goals I had in mind:
Keep it simple.
Keep it easy to make.
With those goals set, next step is gathering materials and resources (not all of this was done as cleanly as I'm making it out to be, but this is the gist).
Materials used:
Classic Explorer Template
Affinity Publisher and Photo
Fonts
Art
The text itself
The Classic Explorer Template was critical in getting this layout done efficiently, since it does a lot of the work for you. It's not a replacement for having a rough idea on how to do layout, but it can serve as a nice tutorial/explainer on different elements of layout and typesetting, and honestly, is worth its (digital) weight in gold. There's a free version available if you want to check out what it offers.
I use the Affinity Suite for my layout work. It's a nice set of programs with a manageable learning curve, but there are plenty of other alternatives so go with whatever works for you (one of my favorite elements of using multiple Affinity programs is that within Publisher, you can access both Designer (vector illustration) and Photo (photo editing, illustration etc) functions, which is just a nice workflow).
Here's what my setup looks like, with all the guidelines/base grid stuff turned on;
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Normally I start with some style tests and “sketches” to get a feel for what I want the layout to look like, but the Classic Explorer’s does a lot of that heavy lifting for me already so I get to skip this step for this project. Speed and efficiency is one of the main reasons I wanted to use the template - this was envisioned as a “I just need to get something done” kind of project.
So next up on getting it done, fonts!
There are lots of great places to get fonts from, just make sure you're getting them from legitimate sources. Do your homework and make sure that "free" font is actually free to use in commercial projects.
I pulled three fonts from the depths of my collection.
One for the title and main headers (Wallau Deutsch)
One for the second header (Rakkas)
One for the body text (PT Serif)
Technically a secret fourth font for some "bullet points" (1651 Alchemy)
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I picked these fonts out because they work together well and are readable. The title/main header fonts are comparatively less readable, but you can get away with that since headers are Big and used less frequently. The second header (Rakkas) is a nice middle ground between a full on blackletter font like the main header, and the classic-y serif of the body text. It creates a transition between the two fonts.
I used PT Serif since it was already in the template, but it also had the bold/italics versions I knew I would need, is readable at a variety of sizes, and had all the special glyphs I would need (it actually did not, but whoops, we'll get to that later).
Normally when I start layout, I do a quick "sketch page" where I try out different fonts and style tests that can look something like this;
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But that wasn't necessary for this project (another advantage of the using the template).
Now, let's get to some choices in formatting the text itself.
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Each time a key term came up, it was highlighted by bolding and italicizing it. Any time after that, it was just normal text. I went back and forth on highlighting it every single time, but the current format just looked cleaner so it won out.
Additionally, in several places in the text, rather than introducing a third header (which just broke up the page too much, disrupting the flow and clean look), I instead put what would have been the new third header (HP or WOUNDS in the above example) in all caps and behind a colon. This ended up not disrupting the text too much, and was only necessary a handful of times. But when it was necessary, I made sure to stay consistent. Consistent and organized formatting is one of the key ways to make your layout look nice and clean.
Aside from changing some font choices, one of the other ways I tweaked the template was with some spacing (between "sections", like in the above text, introducing an extra line break between the Attributes and Staying Alive sections) and the "bullet points".
The large bullet points that accompany the second headers are actually a glyph pulled from a different font. I picked that one out specifically because its just a little irregular and handwritten looking (1651 Alchemy is a handwritten styled font), and it also helped pull you to the start of new sections, further enhancing the second header. It helps make each section discrete and more "modular".
Back to extra spacing for a second now. So each "chapter" of the text uses the main header to designate it as a full "chapter".
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"Characters" up top there is one of those chapter headers. It's nice and big and special, and also takes up a good chunk of space. One a full spread, this also means that the second page of text begins higher up than the text on the first page (compare where Attributes starts vs where Dying starts).
I played around with the format of spreads that did not have a main chapter header on them, starting the first page text up toward the top to have it line up with the second page. Which, probably would have been totally fine, but I preferred the look when each spread had the same kind of spacing. But repeating the main header on each spread was too clunky. So the solution;
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Bam! A line!
Blank empty space looked too empty, but slapping a quick line there took up just enough visual space for it to work. Then, I carried that line-design-language to other places (to separate footnotes from the body text, within the tables, and sort of on the cover). This then made the line choice feel even more cohesive and purposeful.
And speaking of footnotes, that was another extra tweak/flourish I added not present in the template (the sidebars are part of the template, but sidebars rule so they would have happened regardless). The footnotes served as a way to share specific references as an informal "works cited". A lot of NSR/OSR design is super iterative, so I thought it would be cool to shout out some of the more direct inspirations and references I used when making my game.
But the footnotes were also kind of not really my downfall. Turns out PT Serif didn't seem to have all the necessary footnote glyphs, nor did it want to make proper superscripts of integers past 3. So, rather than trying to find a new body font (or deal with the headache of using a font solely for superscript notation), I just fudged the formatting some and stuck to asterisks, and restarting "numbering" on each spread. Oh well.
Let's now briefly touch on laying out tables.
It sucks.
My advice is find an example of a really nice looking table and then try and figure out what makes it look nice, and then doing that forever. Luckily, the template saves me again by including multiple examples of tables, ripe for tweaking. Which ended up looking like this;
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Nice and clean! Hooray!
Okay, there's a lot of small decisions that goes into making text properly formatted and look nice, but I skipped some of those decisions and didn't go ham on typesetting, but whatever. That all about covers the important parts regarding the text. Now let's talk about art.
Public domain art is your best friend.
I went and trawled through a bunch of art I've saved from the Met's Open Access collection (there's plenty of great open access collections out there, just happened to have some from the Met handy), and settled on this piece;
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Which I then dropped into Affinity Photo and played around until I ended up with this;
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Nothing too wild, but it Felt Right, so it's done.
I then immediately dropped that onto the cover page, slapped the title on, added a quick border (and also spent some time trying to fix some weird issues that ended up being solved by just rasterizing it, whoops) and bam;
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And that's the only art piece used throughout the zine! But I made the most out of it. Between each chapter, I had a single splash page and dropped in different zoomed/cropped versions of the art. Like so (and even on the back cover!);
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The original image was high resolution, so zooming in worked, plus the effects/distortions I created hid any imperfections.
So that's the art sorted and the zine finished!
Now, this is getting pretty long, so if there's anything anyone reading this is interested that I didn't touch on, shout in the notes!
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bunabi · 8 months ago
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Thank you so much for answering all my questions!! Your insight's really helpful, it's good to know more expensive stuff like having pets is not as conducive without additional support (still recovering from some emergency vet bills myself.. woof). You mentioned one or two big projects a year, could you give an example of what a big project is like and the income range? (if that's not something you want to publicize though thats totally fine) And that will probably be the last of my questions for now. Thank you again so much for your time!! I'm so excited to see what you get to work on next.
I don't mind: my larger projects are around $10,000, sometimes a little less, but typically in that range w/ production lasting 2-3 months. Depending on how much work they need from me thats about 1-2 weeks to submit sketches for approval, 4-6 weeks to complete the artwork, then an extra 1-2 weeks for revisions.
Time management is critical lol. Once I lay out my schedule I stick to it very strictly. It keeps me from crunching anf it's helped me understand & improve my workflow a ton. Never missed a deadline and I sometimes get compliments for my efficiency. Its a nice feeling!
I hope that's helpful! And best of luck for your future endeavors. ;-;
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