Podcast: Download (Duration: 47:43 — 33.2MB)
In this episode, we discuss productivity and organization. Everyone knows that being more organized will help them be more productive, but few of us actually take the time to get and say organized. We talk about why we should strive for better productivity, some of the things that get in our way, and some of the techniques we use to make ourselves more productive. Spoiler: we’re not that productive, so send us your suggestions on how to get better.
Podcast: Download (Duration: 46:34 — 32.4MB)
This episode got away from us. Joe got a new mic, we were late because of an glut of guitars, and we let a single #helveticaquestion take over basically the entire episode. The question was “What place should marketing play (or not play) in the modern church?”
Podcast: Download (Duration: 57:39 — 46.6MB)
In this episode, we talk about the boring stuff and how to deal with it. Every job has its boring parts, and hopefully its exciting parts. We discuss ways of being thankful for the boring stuff, and what to do if everything you do seems boring—plus some tips for getting to do more of the work you like.
Podcast: Download (Duration: 52:49 — 36.7MB)
In this episode, we discuss social media. What is it designed to be, how it can be misused, how creatives can use it to promote their businesses without being that guy, and some biblical guidelines for Christians using it. We also talk about how terrible Twitter and Amway are.
Podcast: Download (Duration: 46:06 — 37.3MB)
In this episode, we discuss our feelings and stuff. Kind of. The episode topic is “being okay with being terrible.” When you first start learning something—new software, a new artwork, how to do your taxes, etc.—you’re almost always not as good at it as you want to be. We discuss the challenges associated with forcing yourself to learn something new, the benefits, and some ideas for how to knuckle down and start learning something new.
Podcast: Download (Duration: 19:57 — 7.2MB)
In this episode, we try out the Anchor podcasting app and basically learn how to (and, more importantly) how not to use it. Our discussion surrounds the idea of using iPads and drawing tablets. We’re going to try to have gear and tech talks live and keep them short, then reserve our main podcast for deeper topics, where we can go much deeper and use more puns.
Podcast: Download (Duration: 40:42 — 28.3MB)
We’re back! This episode is a little bit like a 500-word essays about what we did over the Summer. We apologize for disappearing, attempt to explain ourselves, and then have a somewhat scattered (but totally interesting, trust us) discussion about doing #everyday or #daily projects, and how you sometimes need slower or less-nice gear to get stuff done. Get the gear you’ll actually use, not the stuff that’s fastest or shiniest.
- We didn’t mention too many links, but we’ll update this with the links once we get the chance.
Disclaimer: The image for this episode is pretty lame, but I’m (David) learning a new rendering engine, so cut me some slack.
Podcast: Download (Duration: 1:16:58 — 53.3MB)
In this episode, we discuss if and how creativity should be used in the context of worship—especially corporate worship. This is a topic that we disagree on, so we each present our views, had some time for back and forth, and talked about what the implications are. We also discussed the things we agree on in this discussion. Lastly, we provided some resources—because listening to a couple designers talk about theology isn’t the best source for sound doctrine. You can check those resources out below.
Podcast: Download (Duration: 52:53 — 36.7MB)
In this episode, we speed through our rollups section and get straight into the main topic: giving criticism. We discuss it both has a hard skill (having good criticism to offer) and as a soft skill (giving the criticism in a helpful, kind way).
Creative professionals know how to tax a computer, especially those in fields like motion graphics, filmmaking, and 3d design. While many in our culture look down on creatives as not doing real work, the computers we use certainly don’t share that opinion. Rendering out frame after frame of ray-traced, physically textured goodness is enough to make any computer sweat.