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Art direction in games isn’t just about jaw-dropping vistas or characters so lifelike you wonder if they’re about to ask you for rent money. It’s about creating a visual language that naturally communicates with players, guiding them through the world without making them feel like they’re following a GPS. Done well, it’s like having an invisible guide. Done poorly? Well, that’s when you’re stuck staring at neon arrows and cluttered UI, wondering what went wrong. Let’s dive into how killer art direction enhances the player experience—and what you can do to level up your game’s visual language. Building a Cohesive Visual LanguageEvery great game has its own set of visual rules—a grammar, if you will—that defines how the world talks to you. This starts with an Art Direction Document (ADD). Don’t worry, it’s not as scary as it sounds. Think of it as the ultimate cheat sheet: color palettes, lighting strategies, and how to make sure players know what’s interactable without slapping a “PRESS X” label on everything.
Silhouettes also pack a punch—just look at Team Fortress 2. Every character is recognizable by their shape, no matter how chaotic the battlefield gets. So, here’s your cheat code:
Psychology Meets Art DirectionHere’s where it gets fun—art direction isn’t just about pretty pictures. It’s a psychological game. Colors, shapes, and patterns don’t just look cool; they’re like little whispers that tell players how to feel, where to go, and what to do.
And then there’s the flip side: subverting expectations. Inside uses muted tones to create a sense of dread, flipping the usual “dark equals safe” rule on its head. By understanding how players think and feel, you can guide them without ever spelling it out. Organic vs. Overt Player Guidance
The sweet spot? A bit of both. Subtle cues—like a ray of light falling on an open door—keep players immersed, while more obvious markers are perfect for high-stakes moments where clarity is king. Know your audience, too. If your game skews younger or more casual, clear guidance might be a lifesaver. Hardcore players? They’ll probably appreciate the challenge of figuring things out on their own. Key Strategies for Art Directors
Reflect and ExperimentGreat art direction is all about trust. It’s not just about looking good—it’s about making players feel seen, guided, and immersed. So, here’s a little homework: think about your favorite game. What visual cues guided you? Did the art direction pull you deeper into the world or yank you out of it?
Remember, art direction isn’t just decoration—it’s communication. So get out there and start talking.
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But what happens when players stop logging in? When “excited for the next patch” turns into “I just can’t keep up anymore”? When the very structure of these games—designed to keep us hooked—becomes their biggest flaw? Today, we’re diving into digital fatigue, the modern affliction of gamers everywhere, and asking: Are live-service games burning out their audience faster than they can recruit new players? Grinding Through the GrindLive-service games promise a constantly evolving world with fresh content just around the corner. But the reality? It often feels like an endless chore list. Daily tasks, weekly quests, seasonal objectives—it’s a treadmill disguised as entertainment.
And that’s the kicker. The fear of missing out (FOMO) is practically weaponized in these games. If you don’t complete all the seasonal challenges or grind for the latest exotic weapon, you risk falling behind or—worse—missing something forever. Instead of feeling like a choice, participation starts to feel mandatory. The Battle Pass Balancing ActLet’s talk about the star of live-service monetization: the battle pass. On paper, it’s brilliant—a tiered system of rewards that feels like it respects your time and money. In practice? It’s another countdown timer, another obligation to “play efficiently” to get your money’s worth. It’s hard to ignore the irony here. Battle passes were supposed to free us from loot box purgatory, but instead, they’ve locked us into a system where progress is tied to hours invested. The result is a sense of urgency that often turns gaming into a second job. And when multiple live-service games launch battle passes at the same time? Good luck trying to keep up. Seasonal Content or Seasonal Stress?One of the biggest selling points of live-service games is their regular updates. These patches and expansions promise to keep the experience fresh, with new content to explore and systems to master. But here’s the thing: More content doesn’t always mean better content. Seasonal updates often feel more like a reset button than an evolution. They wipe the slate clean, force players to re-learn metas, and introduce new grinds under the guise of “keeping things interesting.” Instead of excitement, players feel pressure—pressure to adapt, to grind, and to stay competitive. That said, there are games that challenge this norm. Deep Rock Galactic lets players choose which seasonal content they want to engage with, sidestepping FOMO and letting them enjoy the experience at their own pace. Sea of Thieves updates expand its world with new adventures and mechanics, but these additions are evergreen, allowing players to jump in whenever they feel ready without fear of missing out. Similarly, No Man’s Sky delivers substantial updates that enrich its universe without pressuring players to keep up with timed events. These games prioritize player agency and respect for time, showcasing an alternative to the high-pressure environments of many live-service games. When Games Become a LifestyleThere’s a dark side to live-service games becoming “lifestyle games.” They’re designed to monopolize your free time, and the best way to do that is to crowd out other games—and sometimes other aspects of your life entirely. The idea of a single game becoming your go-to hobby sounds appealing until it isn’t. Eventually, the novelty fades, and you’re left wondering why you’re still logging in every day. Is it because you’re genuinely enjoying the experience, or is it because the game has conditioned you to feel obligated? Psychologically, this can lead to burnout. Studies have shown that excessive engagement in obligation-driven activities—even enjoyable ones—can result in reduced motivation and increased stress. When players feel like they’re “falling behind” in a virtual world, the toll on mental health becomes very real. A Future of Fatigue or Fun?So, where do we go from here? Live-service games aren’t going away, but maybe it’s time for developers to rethink their approach. Instead of leaning into FOMO and relentless grinds, what if they focused on creating experiences that respect players’ time? What if the content drops felt rewarding instead of overwhelming?
The challenge for the industry is clear: Find a way to keep players engaged without burning them out. Because if there’s one thing live-service games should have learned by now, it’s that even the most loyal audience can go hollow. What Do You Think?Are live-service games driving you to digital fatigue, or are you still happily grinding away? Share your thoughts in the comments, and let’s talk about how we can make gaming fun again.
When you hear "video games," what comes to mind? Escapism? Entertainment? Maybe a nostalgic dive into your childhood? What if I told you that games could also be a tool for mental health—more than just a distraction from the chaos of life? In today’s post, we’re diving into how gamification and mental health intersect, exploring whether our digital pastimes can genuinely help us heal. Mental Health Mechanics: The Good, The Bad, and The Tedious
But for every Celeste or Hellblade, there’s a poorly executed "mental health" game that slaps on superficial mechanics—collect mindfulness tokens, complete your depression checklist, and voilà, you’re cured! These feel more like mandatory HR e-learning modules than meaningful experiences. The Science of Play: Can Games Actually Rewire Us?
Even games with no explicit mental health focus can be therapeutic. Take Animal Crossing: New Horizons during the pandemic—a soothing escape into routine and social connection when the real world offered neither. Or consider the meditative state of Journey, where its minimalist design and wordless multiplayer encourage reflection and connection. These experiences suggest that games, when done right, can help regulate emotions and provide a sense of control, even when life feels chaotic. Researchers have explored the therapeutic potential of video games in mental health treatment. A systematic review published in the Journal of Medical Internet Research found that video game-based interventions can effectively reduce symptoms of depressive disorders. Additionally, a study from Nanyang Technological University reported that adults who regularly played the puzzle game Cut the Rope experienced improvements in executive functions, including cognitive flexibility (a trait often diminished by mental health struggles). These findings suggest that video games can serve as tools for psychological growth, much like the resilience-building mechanics found in games like Dark Souls. But let’s not get carried away. Games aren’t a replacement for therapy, medication, or support systems. They’re tools—supplements, not solutions. Think of them as the digital equivalent of a weighted blanket: comforting, but not a cure-all. Breaking the Fourth Wall: Games That Challenge Us to ReflectSome games go a step further by directly engaging with the player’s reality. That Dragon, Cancer is a raw, autobiographical experience about a family grappling with the terminal illness of their child. It’s less a game and more an act of shared vulnerability, offering catharsis through its interactive storytelling. Similarly, Florence explores the ups and downs of relationships, capturing the bittersweet truths of human connection in a way that’s both intimate and universal.
This mirrors the narrative framework of Dark Souls, where failure isn’t just expected but integral. The cycle of death and resurrection isn’t merely a gameplay mechanic; it’s a meditation on resilience and hope. In both Dark Souls and mental health-focused games, progress is incremental, and the journey is fraught with setbacks—a poignant reminder that healing is rarely linear. Where Do We Go From Here?The future of gamifying mental health is promising but precarious. Developers are experimenting with biofeedback, like Deep, a VR game controlled by diaphragmatic breathing, or Nevermind, which uses heart rate monitors to adapt its psychological horror to your stress levels. These innovations blur the line between gaming and therapy, offering personalized, immersive experiences. But there’s a fine line between help and harm. Poorly designed mechanics or exploitative monetization models (looking at you, mobile apps disguised as “mindfulness tools”) can trivialize or even worsen mental health struggles. Developers have a responsibility to approach these topics with care, consultation, and authenticity. Why It MattersIn the end, games offer a unique space to explore and process mental health. They’re not bound by the same rules as traditional media. They allow us to fail safely, to experiment, to connect with characters and stories that reflect our own struggles. As with Dark Souls, games remind us that progress is often incremental—earned through persistence, patience, and the courage to keep going, even when the odds feel insurmountable. Can games actually heal? Not entirely. But they can offer a glimmer of hope, a chance to confront our inner demons, and a reminder that, in the words of Celeste: “You’re stronger than you think.”
This evolution didn’t happen overnight. If Fable was morality’s blunt instrument, Mass Effect gave us the scalpel. BioWare introduced Paragon and Renegade, a system that added some nuance but still relied heavily on binaries. The beauty was in how these choices shaped Commander Shepard’s personality—a step toward storytelling that reflected moral complexity, even if it occasionally boiled down to "be a space saint" or "punch the reporter." Then came The Witcher 3, which tossed the scalpel out the window and handed players a mirror instead. Geralt’s decisions often had no clear right or wrong, just layers of murk and misery. Save the village from the malevolent spirit? Sure, but now the orphans are dead. The game didn’t just ask, "What kind of hero are you?" It demanded, "How much moral compromise can you stomach?" By the time we arrive at Baldur’s Gate 3, morality isn’t a system; it’s a sandbox. Larian Studios took D&D’s core ethos—choice and consequence—and said, "What if we made every decision feel like threading a needle with a sledgehammer?" Every action reverberates across the narrative tapestry, subtly shifting relationships, alliances, and outcomes. You’re not just playing a character; you’re constructing a legacy, warts and all. And the brilliance? The game never slaps a "Good" or "Evil" sticker on your actions. It trusts you to wrestle with the morality of your own decisions.
This shift reflects a broader trend in gaming—a maturation of storytelling where moral ambiguity reigns supreme. Players aren’t satisfied with the binary anymore. They want the grey, the gritty, the gut-wrenching moments that make you pause and ask, "What would I do in this situation?" It’s no longer about playing a hero or a villain but about exploring the spectrum of human (or elven, or tiefling) nature.
Beyond gaming, these systems hint at a much larger question: can games help us shape our own morality? Once derided as distractions that eroded young minds--remember Jack Thompson’s crusade against gaming as moral decay—games are now recognized as powerful tools for education and empathy. Titles like Papers, Please and This War of Mine already challenge players to grapple with ethical dilemmas, and their impact is felt far beyond the screen. Imagine leveraging these systems in education, where students could explore historical events through morally complex simulations, or in therapy, where games could help individuals navigate personal values and conflicts in a safe, controlled environment. Games, as an interactive medium, offer something unique: they don’t just tell stories; they let us live them. They allow us to experience the consequences of our actions in ways books or movies cannot. This experiential learning could reshape how we think about morality—not as a static set of rules but as a dynamic, evolving aspect of our humanity. By wrestling with these virtual dilemmas, players might come away with a deeper understanding of their own values and a greater capacity for empathy.
Would you like to see through walls? You’ve likely encountered a video game that allowed you to do just that. Whether it's called Eagle Vision, Detective Vision, or Spectral Vision in different games, these are known as Vision Modes. X-Ray Vision, illuminating hidden clues, or identifying friends from foe; Vision Modes can serve a variety of functions. Yet, what visual strategies do developers employ for their different vision modes? In today’s post, I'll delve deeper into the visual strategies behind Vision Modes.
Generally speaking, there isn’t a wide variety of strategies used between these games. Some games attempted to alter the palette of the game, while vignetting is often used to focus the vision. Additionally, a variety of saturated/glowy highlights are often employed for important objects or characters, and in most cases, players are allowed to see through walls. Altered PalettesAltered palettes refer to changing the overall visual treatment of the in-game environment. This can occur in various ways. For instance, Assassin’s Creed’s Eagle Vision features a fully desaturated environment, where all colors are removed except for highlighted objects. Similarly, Far Cry’s Hunter Vision also utilizes desaturated environments, likely due to both games being developed by Ubisoft. In contrast, Batman Arkham’s Detective Vision and Dishonored’s Dark Vision take a slightly different approach, opting for a monochromatic look. Detective Vision employs shades of blue, while Dark Vision applies a sepia-toned filter, both intended to tone down the environment and highlight important elements. Watch Dogs’ Nethack follows a similar monotone approach as Detective Vision, but with all textures removed and a grain filter applied across the screen. The strategy behind altering the visuals around the player, aims to minimize visual noise and focus players on key elements. However, it’s important to note that not all vision modes alter the game environment's palette. Ghostwire: Tokyo’s Spectral Vision, Horizon Zero Dawn’s Focus, and The Witcher 3’s Witcher Sense leave the surrounding environment unchanged. Vignetting
However, The Witcher 3’s Witcher Sense deviates from this trend by maintaining the surrounding visual palette while still incorporating a vignette. In this instance, the vignetting serves the additional purpose of informing the player that the vision mode is active. It can be inferred that this strategy is utilized to eliminate peripheral distractions and focus the player’s attention toward the center of the screen. Glow Highlights
Batman Arkham’s Detective Vision adopts an x-ray mode, highlighting characters' bones through walls, while also employing solid model glows for objects, similar to Dishonored’s Dark Vision. Ghostwire: Tokyo’s Spectral Vision exclusively features model silhouettes as glows, resembling Witcher Sense but with less haze. Additionally, some games utilize a particle haze trail for players to follow, often representing a scent trail. Witcher Sense, Hunter Vision, and Detective Vision are among those employing this method. Key DifferentiatorWith the majority of these games employing similar strategies, the key differentiator seems to be whether a game completely alters the environment’s palette or not, through desaturation, applying filters, or making the environment monotone. Each strategy has its pros and cons depending on the player. For some players with certain visual impairments, having their entire screen altered may be jarring, while for others, it could enhance contrast and aid in overall screen cognition. There is no clear winner here; it ultimately depends on the intended player experience. However, it is crucial for the play environment to remain clearly readable, unless, of course, it is intended to be a particularly disorienting moment for the player, such as one of Far Cry’s drug-induced cut scenes.
If you’ve made it thus far, thanks for reading! I hope it was at least somewhat interesting, and hopefully you can use some of these strategies on your next project. Hey everyone! Today’s post is going to be a bit different, I’ve recently purchased my first 3D printer and have been running it through it’s ropes on quite a few projects. While I’m still a beginner, there’s a lot I learned in a short amount of time… that I wish I had known earlier! So today I’d like to share some of the tips and tricks I’ve learned, while 3D printing for the first time. Getting StartedTo start with, I’m using an Ender 3 printer. It’s fairly compact size, but big enough to still do fairly large prints (220 x 220 x 250 mm). At it’s approachable cost point, and ease of assembly… I would definitely recommend the Ender 3 as a starter printer. During assembly, I’d say probably one of the most important elements to look out for are the sensors for the X and Z axis, these help the machine understand and recalibrate it’s XYZ axis. Keep a close eye on how these attach, a slightly misaligned Z sensor will have your extruder trying to print under your printable area… vs ontop. Also keep an eye out for the power supply toggle switch in the back, if it’s set on the wrong voltage for your outlet, the machine won’t turn on. Honestly assembly was a breeze, and the Creality website has many video tutorials on assembly. When selecting a filament to work with, I’ve been working with PLA. From what I’ve read, it seems to be valued for it’s ease of printing. ABS is a strong material, but PLA typically runs into less issues. I was doing a lot of research at one point on potential concerns, printing in the cold, etc and each time PLA seemed to be fine. I would say the one mistake I made here was that I ordered the assorted pack of filament from Crealty, not really realizing it’s not much of a deal. You get five 200 gram rolls of various filament colors, but 200g is really not a lot… and I had many more issues with my prints until I moved onto a new roll. It may be because these are cheaper filaments used in the variety pack… I’m not sure, but I will say the filament is printing much nicer from a new 1k gram roll for the same price. The standard 1.75 mm black PLA from the Creailty website works very well. Before moving on, I have done some research in other filament types and it’s a wild world out there… There are various metal filaments, and I attempted to use a wooden filament, but my knowledge here is extremely limited. I had issues with the wooden filament gunking up the extruder, not printing well, and it’s a fire hazard… I wouldn’t recommend experimenting with filaments until you’re more comfortable. After installing your filament and turning on your 3D printer for the first time, I’d suggest looking at a few things. Within the machine menu, going to prepare and selecting auto home, and watch where the extruder head ends up. Is it below the build plate, above? The next step is crucial, you need to start leveling the head of your extruder, to the build plate. They suggest using a piece of paper between the extruder head and the build plate, to gauge distance, but you can eyeball it pretty easily. There are four easily adjustable knobs on each corner, to ensure that everything is leveled. I usually turn the machine off, and so I can manually move the extruder around on the board to make sure the connection is good. Once satisfied, I would auto home once again, and within the control menu, play around with the positions of your extruder to head to confirm your bed is leveled. I have heard that the springs are notoriously loose on the Ender 3, and I saw a suggestion to get stronger springs to hold the level better… I may do this at some point, but I honestly just regularly check the bed level to make sure it’s fine. There is also an auto leveling perpetual on the Creality website, I haven’t used it yet but I can certainly see how that would help. With the printer assembled, filament installed, and print bed leveled, you’re ready to start printing! Just have to select a file. Finding a ModelWhen looking for models to print online, there are a lot of options. To start I’d recommend browsing thingverse.com, they have a wide variety of free to use models and I would just keep an eye on the number of “makes” a file has. If it has many people making it, I would assume the files are pretty good to print. If you’re unsure, you can always use other sources like etsy to purchase a model, these may be more reliable since you’re actually paying for them. As far as legality on if you can resell printed models, that’s typically between you and the artist… best bet is to ask. Once you have your files, they’ll typically be in a zip folder of STL or perhaps OBJ files. These should all load within the Creality Slicer that came with your Ender 3. Creality Slicer Settings and adjustmentsBefore jumping into the Creality Slicer, I’ll just say that this is my only baseline of knowledge and can see there’s a lot of other softwares out there. Many people seem to vouch for Cura, but I’ve also seen people frustrated as they were printing fine with the Creality Slicer… and have issues with the settings to get Cura going. Regardless I would suggest starting with the given software, and evolve as you go. With your downloaded model, go ahead and load this into the Creality Slicer. It should appear as a 3D object within your printable area. If it’s too large, you should play with the scale options, by selecting the “plus sign” it will auto size to max print area…. Keep in mind that’s fairly large and you may not want that on the first print. On your initial print, I would keep to the basic settings here. Normal or fast should be more than adequate for a simple print, but if you’re looking to try higher quality first you can select that option yet it does increase the time significantly. Depending on the complexity of your model, you may need “Supports.” Essentially if your model has overhanging edges that are 60* or more, you’re likely going to want to select supports. What this will do is print extra material like scaffolding that will help everything print nicely. If you were to go into the full settings mode, you’ll see more options for supports. I recommend sticking to “grid” vs “lines”, I’ve had the best luck with it, and you can either have touching “build plate” or “everywhere.” If you’re printing a character, you may want to consider everywhere so it’ll help support the most detail… BUT you may have to trim more little pieces off in the end product. Fill amount is typically good at 15%, but I have noticed on some small models that’s pretty strong… you may want to consider going lower, depending on how delicate it needs to be. I also always print on a “raft” platform, again just seems to work well. Now, those are really all the basic settings you need to understand before doing a basic print. There’s a ton of other stuff that I’ve only begun to experiment with, for example you may want to play with the “fill density” of your object in the advanced settings, if you don’t need it to be quite so thick with material. This will help you print faster and use less. You could also modify the support angle on your grid, within the advanced menu, if you wanted to be very precise on where exactly supports go. Yet, you likely don’t need to mess too much with these settings when you’re starting off. One final recommendation I may have here, is to always double check your model by changing the view mode to layers before saving the file. This will allow you to see exactly what gets printed, sometimes your build platform will be outside the print area and you may not see it until you check the layers. Next all you need to do is to save your gcode file, onto the micro SD card that it came with. Another note, try not to put your files in subfolders… I had been doing this and encountered an unfortunate bug where pausing and resuming a print has issues if your file isn’t in the root. I figure it’s best to be safe and leave it at the root. Print!Okay so you’ve got your model loaded up on the SD card, it’s back in your printer and it’s powered on. Now, typically a print will auto home itself and get ready on it’s own settings… BUT if you’re anything like me and want to make double sure, you’ll want to do that now. In the prepare menu, be sure to “auto home”, look and make sure your bed is leveled, and you should be good to go. Navigate to print, and you should be on your way. Problem : Warping or Bed AdhesionNow from here, things should go smoothly and the printer will auto print the model on it’s own. Yet there have been a few issues I’ve run into that I’d like to share, as well as the solutions I’ve found. My initial biggest problem was the platform of my 3D object not always staying stuck to the build plate, this can cause warping, misalignment, and an unstable print. I only later found out about “3D Print Adhesives,” they can be found on Amazon and I purchased one called “bed weld.” The way these work, is that you apply a layer of this adhesive to the build plate before getting started. Then as your build plate heats to 60* C, it bakes on and is ready to print. I would totally recommend looking into something like this to get you started. That said, I continued to have issues on some of the larger prints I started doing. If you’re doing prints that are 40+ hours, I’m not convinced this adhesive is strong enough to last… in these instances, I’ve found that it’s actually really easy and worthwhile to run a bead of hot glue around your build platform as it’s building. I know it sounds pretty scary, and the build platform is pretty hot, but at 60*c it seems to still cool and harden the hot glue. I’ve had no issues getting hot glue off the build plate later, and if you do… you can use your printer to heat the plate and it should come right off. While it’s not horribly aesthetic, I really believe in the hot glue method for longer prints, to ensure bed adhesion. I would also just say, to be careful about letting your build plate cool and heat too often… that seems to really cause instability in the adhesion. There was one instance where my model became detached from the build plate, and I was able to line it back up and hot glue it.. And managed to get the print to continue successfully. NOT something I’d recommend, but if you're desperate after a long print, like I was, it worked. Also I have had the recommendation to get a glass build plate, this would help with bed adhesion, heat, etc. Problem : Pausing and Resuming PrintsIt’s possible to pause and resume your prints using the onboard Ender menu, but it’s very finicky and I honestly wouldn’t recommend it. The issue I typically run into, is when you use the onboard “resume” function, it will move the extruder head linearly into position to resume… which could mean dragging the extruder tip through already printed material… it makes a mess. After learning a method on how to repair a gcode file, I tend to go back to this method to resume my prints. Gcode : Print from specific layerThis method works well if you need to resume your print from a specific layer because you’ve run out of filament, there was an issue in printing, etc. Your best bet is to note the Z height of the extruder (if it’s at the right height). If it’s way above the layer you’d like to start printing on, I’d go ahead and first auto home (you wouldn’t believe of often ender 3 forgets where it’s height is). From here, I’d use the controls on the Ender 3 menu to move your extruder head to be right above the last finished layer. Using the right settings should allow you to get right up to the appropriate height (without crushing your model.. Be careful). Note the Z height of your extruder head, it should appear on the screen. With this in hand, hop over to your computer and open the gcode file up in your favorite text editor. I recommend notepad++ if you have it, but notepad works fine. Now what you’re going to want to do is to search (cntrl + f) the z height of your layer. This should allow you to navigate to the layer in question and determine if you want to go down a layer or above… use your best judgement. From here, you want to select everything above that layer, all the way into the intro text, and delete. I first made the mistake of removing some of that intro text, but this is very important for getting your print initialized. The only setting I suggest removing is : G28 Z0 ;move Z to min endstops This is because I like to manually set the Z before getting started, this way I don’t have to worry about the extruder head being dragged across my model. So once your file is ready, you’ve deleted all the previous layers (until the intro text) and you’ve saved this file back out to your SD card and inserted back into the printer. This time, when you get started on your print, make sure to auto home but after use the control to move the Z back up to higher than your print area. I suggest this so the extruder will move downward into position, and is less likely to destroy your work. Hitting print on this file, and you should be good to go to resume your print. I’ve used this to recover from a few printing mistakes, and now really enjoy getting into the gcode file. (This is another references to the same method) Filament GrindingFilament grinding is another issue I’ve run into, what this looks like is your filament stops printing and if you look closely… the little gear used to extrude material will have worn away a smooth zone on the filament and it is no longer feeding it into the tube. You’ll need to pause your print, and pull the filament out if you can. I tend to just clip a little bit of material off the end, just enough so I can feed enough to get past the grounded spot. Then re-feed your filament back into the machine, and it should be good to go. I haven’t had issues with the extruder head becoming clogged but I know that it’s an issue. I’ve found to compensate for filament grinding you should consider increasing the heat of your extruder tip, this way the filament can more easily flow out. I suggest going up 10*C or so, and you can also consider slowing down your print. If you’re doing a fast print, this could cause some filament grinding. Finally, it also comes down to the quality of your filament. I had a beginner roll that just never really wanted to feed well, so keep that in mind. Finishing the PrintHopefully you won’t run into these issues above, but if you do that should help! At the end of the print you’ll have your new model waiting for you on the build plate. Now initially when I was using the basic filament, I had a lot of issues removing the printed platform from both the build plate but also the model itself. I had resorted to cutting material off at times, and only later realized that it should actually peel off quite nicely. While some resistance is expected, if things are printing properly you should be able to remove the bottom raft by hand. Once your model is removed from the build plate, be sure to wash and clean it off. Under running water with soap is fine for the build plate, it’s essential to get this cleaned off and ready for your next print. From here you’re free to sand, paint and finish your printed object. I believe that covers all of my initial lessons learned… I’m sure there are things I’m missing here but hopefully this is helpful to some of you looking to get started, and are running into some of the beginning issues I was. My final words of wisdom would be to not let any of this intimidate you, you’ll have good prints and failed prints. I’m reminded of my Tech Ed teacher from Middleschool who always said “The quality of a Carpenter isn’t gauged by the number of mistakes they make, but by how noticeable they are in the end.” This has been my mantra as I stumble my way through this new world of 3D printing, but I find it fits well.
Hope this was helpful in your 3D printing adventures! In the absence of face to face meetings, it's difficult for a leader to build community with a remote team. Below, I go into a few of my thoughts and strategies on how I'm managing two very different departments remotely. Thanks Colorado Biz for the Publish!
Check out "How to build community with employees while working from home" “Gamification” is a term that has been popularized by the modern cultural and consumer demand of video games. It is the application of design elements (e.g. leaderboards, scoring, points) to an activity or set of activities, made popular by video games. Today, it has made its way into software programs as a way to increase engagement and productivity. Yet when we think about gamification today, we don’t generally think of its application in educational settings, let alone in the business world. After all, when was the last time Ubisoft had a press conference about how gamified Assassin’s Creed is? So what are we talking about? We’re talking about the challenge of engaging adults in professional training and development while being sensitive to their learning preferences. The reality is, it’s hard to get adult learners excited to go back to the classroom to learn something for their job. But there exists a potential for gamification to lower the barriers to learning for adults. Today’s professionals are a prime target for using gamification in a more meaningful way—to break through the “sheer fun and games” if you will, and leverage gamified elements for a greater, more significant purpose. Gamification is really all about education, and it’s alleviating the age-old struggle of how to teach effectively and remain relevant. Figure 1 Before breaking down the benefits of gamification in learning, let’s review more common learning approaches. Less thrilling “cousins” of gamification often used in teaching and tasked-based activities include displays like tutorials, lectures, slide shows, watch-only videos, and text-based material. These are used in educational settings and are part of what researchers define as “passive learning,” techniques—a method of teaching where students receive information from a source to internalize and regurgitate. Studies show this approach is highly ineffective at helping learners retain information (and even worse when it comes to applying learned information to an actual experience or task). Gamification can help overcome these challenges—especially when we leverage it within the context of business training and professional employee development. The types of training professionals might undergo include trainings on customer engagement and retention, sales processes, use of specific software applications, etc. If professionals can conduct those trainings in gamified settings, their propensity for completing (and enjoying!) training increases. We’ll discuss “how” this actually happens later. As a result, they might be better collaborators among colleagues, drive more sales, or foster greater customer satisfaction. Entertainment with Social BenefitWe’re constantly on the hunt for the “perfect” way to teach, one that resonates and is impactful. The difficulty here is that people are unique, each with their own motivations, modes of learning, and literally the way our brains are wired to absorb information. Gamification isn’t the first attempt at a perfect solution, television and radio had their time as well. Before we dive deeper into how gamification enables professional, adult learning, let’s understand how history has taught communities. Before video games entered the market in a big way, TV and radio held the spotlight as primary modes by which information was relayed and stories were told. What you might not know is that the channel’s reputation to deliver information to the masses (eventually ‘to entertain’ the masses) was actually grounded in socio-psychological theory. Miguel Sabido aptly named the “Sabido methodology” to define ways in which social attitudes and behaviors were positively changed due to information (aka: a stimulus) delivered from television and radio. Sabido pioneered the use of telenovelas to teach about social issues in the 1970s and 80s, when he was Vice President of Research at the Mexican television network Televisa. His complex narratives allowed audiences to relate to his characters who were often positioned as positive, negative, and neutral role models. The characters addressed relevant social issues of the times (e.g. women’s status, child slavery, environmental protection, HIV/AIDS) and audiences became emotionally attached to them as they made good or bad decisions within the storyline. Why? Because the topics covered and the character behaviors resonated with viewers. What Sabido uncovered in this narrative communication method (complete with relatable characters and compelling storyline) was a new way to teach people about important issues they otherwise might not care to educate themselves on. Over the next decade, Sabido produced six serial dramas that touched on issues of HIV/AIDS and safe sex practices—coincidentally (or not), Mexico experienced a 34% decline in population growth rate during that same time frame. Perhaps the way in which he addressed social issues that were important to his viewers, resonated after all. We can learn a lot from Sabido’s efforts here. According to Population Media, “The major tenet of the Sabido methodology is that education can be compelling and that entertainment can be educational. Sabido originally termed his approach ‘entertainment with proven social benefit,’ and since then, many communication professionals and scholars have applied the term ‘entertainment-education’ to the Sabido approach.” Sabido helped pioneer a new kind of learning that adults were attracted to and interestingly enough, we see similar “entertaining education” strides made today when teaching is done using gamification. Learning styles, information overload, and the misconceptions of GamificationIt’s not shocking that the interactive media and gaming industry has followed this “entertainment-education” pathway. As technology evolves, we naturally find new ways of putting it to work for us in a way that is not only useful and functional but appealing. Sabido’s use of serialized dramas and engaging characters have shown to be extremely effective in igniting social change and shifting social attitudes among viewers/consumers of information—and as professionals in business, we should learn from his work and mission. Consider gamification the latest teaching approach we have at our fingertips. It offers a new way of learning that hasn’t been employed to its fullest potential in other media/education models. There are three generally recognized learning styles: Visual, Auditory, and Kinesthetic. Kinesthetic learning (learning by doing), wasn’t really an option for Sabido (watching TV was passive information consumption, visual and auditory). However, gamification and interactive media is a reflection of that third learning category, kinesthetic. For the first time, we can take a student to Mars in a virtual environment, or have them interact with a neuron the size of a house leveraging Kinesthetic learning technology. The training and educational possibilities are endless (especially when we layer in elements of gamification) and we’re just scratching the surface. But learning is only as effective as the approach we deploy to learn. When it comes to assessing the effectiveness of gamification in an educational application, learners tend to evaluate it from two lenses, asking: “How do I learn” and “How do I play?” To answer these questions, we can review various game mechanics and features that make up each of the three learning styles. More on that later. However, we’re missing a large piece of the purpose of gamification if we don’t also ask “Why do I play?” This is equally the most challenging question to answer when it comes to using gamification to teach today’s professionals. If we are to truly leverage gamification as a learning mechanism for business in professional training and development, we first need to understand how adults process new information. Researchers note “…our problem as adults are that we want to take new knowledge and compare and contrast it to what we already have. Our brains natively know that they can only process so much at a time, so they try to analyze incoming input to identify key material that must be retained, and then immediately file that information alongside relevant contexts. That processing imposes a significant amount of overhead, and it’s why acquiring new knowledge and skills is so much harder for an adult.” Compare that learning style against the physical act of teaching a child, and we see stark differences. When teaching a child a concept, it is relatively straightforward: preach at them, and they’ll absorb it. For the most part, author Don Jones notes, “they’ll believe it because they tend to lack the context to dispute it.” Now apply how adults learn to their professional and personal environments. As adults, we’re constantly bombarded, now more than ever, with new information at every moment. Opening up your phone in the morning usually bears forth a host of notifications to sift through, between messages, news headlines, and advertisements. Our brains are constantly working to filter what we care about, and what we don’t. Adults do this natively and unintentionally, as much as we’d like to just absorb all the information we’re presented with… our brains just don’t function that way anymore. We’d be on overload! Should businesses adopt gamification as a learning strategy to enable professionals in their day-to-day jobs, we must first be cognizant of their perception of “playing a game,” (especially now that we understand how they learn and filter information). Imagine an adult that’s being asked to learn something new on the job by using a gamified platform where they have to play a “video game” to do it. That adult learner may very well bemoan the thought of “going back to school” or “playing a game” to learn something about their job. Unfortunately, video games aren’t something adults take seriously (because up until recently, they haven’t been really applied to support business-like functions and serve a greater good). There’s a perception that playing games is all fun and not meaningful–but gamification has to overcome these misconceptions. When teaching adults, we must remember to communicate the “why”… Jones also notes, “I often provide the ‘why do I care about this?’ answer upfront, in the form of a problem statement, where my key point becomes the solution. I then immediately illustrate or demonstrate how the key point solves the problem, providing reinforcement and confirmation to the students’ brains.” Leaders interested in deploying gamified learning in professional training programs need to communicate the “Why do I play?” to their trainees. The answer isn’t merely to ensure the learner understands the point of the lesson, it’s much more about understanding what drives and engages their brain to interact with a gamified environment in the first place. There are driving motivational factors in gamification that make it a powerful tool for professional training and learning. Given that we all are wired differently, we must understand how to make gamification work best for us, as individual learners. Making gamification work for all learnersYu-kai Chou created a framework for gamification and behavioral analysis that he calls “The Octalysis Gamification Framework.” Within he does a fantastic job breaking down driving factors and motivators for different types of gamers and learners—and we can use this model as a foundation to build out professional learning programs and activities in our own businesses. The Octalysis Framework is extremely deep, yet it’s easier to understand Chou’s eight Core Drivers in human behavior, in the circular graph. When we consider Chou’s driving factors, through the lens of “How we Learn” and “How we Play,” in-game mechanics—with the understanding of the three learning styles, it becomes easier to see the potential for gamification as a mechanism to complement other learning styles. By examining the motivating factors that contribute to whether or not something is considered “gamified,” those doing the teaching can clearly see where kinesthetic learning fits within the overall game mechanics structure in relation to auditory/visual representations found in the mechanics. Figure 2 Notice in figure 2, game mechanics prioritize competitive drivers over collaborative efforts, community over exploration (as indicated by the quantity of learning style icons).
As much as we celebrate the experiential elements of kinesthetic learning in educational literature… there’s much work to be done in gamification to ensure hands-on learning styles are better represented on this model so that more inclusive learning can be had. Further, game components like “Levels” and “Missions” are incredibly broad terms and they can be as varied as the subjects they attempt to illustrate, yet I would argue that these mechanics determine if a product truly feels like a game more than features like the ability to share accomplishments socially or obtaining a badge. The reality is, we’ve had a much longer history teaching to auditory and visual learning pillars, more so than teaching and training staff with gamification. If anything, this may illustrate that it’s easier to develop products and software that align with the visual and auditory-based learners versus developing products to meet the needs of those who want more hands-on experiences in a game-like setting. This is why we mostly hear about digital badging, leaderboards, and “leveling up” in the context of video games instead of in training programs for business professionals. While incorporating gamification elements into a professional development training program can be done, do we need to check off all these game mechanic boxes in order for a product to be considered “Gamified?” Arguably no. It’s all about your demographics and what will drive them to learn most effectively. We have reflected upon the history of “engaging educational learning” in the context of telenovela programming, deepened our understanding how we process and retain learned material in an overly interconnected culture, and sought new ways for learning to “stick,” one thing becomes clear: gamification is an untapped learning resource for today’s professionals. Dare I say, the diamond in the rough we’ve been searching for in business training and professional development. If your professional demographic is at all varied (I bet it is), then your teaching strategies will likely have to be as well. It’s time businesses think beyond the passive learning styles of yesteryear, and embrace a new gamified approach to adult training and development—something that better fosters driving factors like collaboration and exploration equally to that of competition, community, and achievement. Only then, will we really have a learning approach that meets everyone where they are. ***this was also published on boss magazine here*** When I finished College, I really thought I had it all figured out. Having taken copious leadership courses outside of my normal degree workload, I was certain that I was well equipped to enter the job market and seek out a leadership position. Having now gone from intern to VP, I realize there was much I didn’t know and continue to learn each day. While College had established truly valuable fundamentals, there was still so much I wasn’t really prepared for. Today’s post is going to be a bit different, as I’d like to talk a little bit about my takeaways from being a leader at two vastly different companies thus far… and what I wish I had known earlier on. 1. Being a “Jack of all trades” doesn’t make you a good leader.This was probably one of my earliest lessons I learned when I became Lead Artist. Early in my career I prided myself in taking on new challenges, new forms of art, and being able to be agile with my workload. That said, it’s a challenge to transition from that mindset in a healthy way once you’re a leader. Once I had my own team, I was often quick to still take on a lot of the artistic responsibilities on projects. I would see my artist being slower than me on a task, and it was hard to not take it away and fix it quickly myself. While in some instances this works, in the long run you’re really not guiding or developing your team. Without given opportunities to try, you effectively start to stagnate your employees and it shows a lack of trust. Effectively one of the hardest things to do, is to learn how to let go once you’re a leader. You have to realize that you were given opportunities to succeed or fail, and you need to provide the same opportunities to your employees. Finding areas of safe failure, is both a challenge and a responsibility as a leader. By safe failure I mean you need to provide opportunities where if someone fails it doesn’t implode the project you're working on and you can help build new skills in a safe environment. That said, this doesn’t imply that you shouldn't be in the trenches with your people… in fact I find it to be incredibly valuable for you and them if you are. 2. Everyone communicates and learns differently.We all learn about personality types and Myers Briggs in school, but until you’re truly put in a position where you have to educate and communicate with vastly different personalities… this is where it becomes painfully obvious that you have to shift tactics depending on the individual. To that end, setting up personal time to get to know each and everyone on your team is incredibly important. At times this can be easy in an office environment, you invite a coworker to coffee and you can chat about work or life. Yet if you switch to remote work, it’s much more difficult to simulate those casual water cooler type meetups. Setting up one on one calls, and providing a space that isn’t intimidating and centered around the employee is crucial. For some, it can be intimidating to “talk to the boss” yet it’s up to you to help alleviate that fear. Personally I use humor in an effort to remove tension, but leaders should lean into their strengths. In today’s world, there’s a lot that can get complicated. Mental illness, depression, and burnout are all relevant fears in today’s working environment. Getting to know your employees builds trust and helps you see problems before they start. There are also those who may leverage mental illness as a shield to protect poor work ethic… which is both extremely hard to identify and a sensitive issue. I have experienced both worlds where people are genuinely struggling, and others who have fabricated some pretty tall tales to avoid work. This is why it’s so important to understand those who work for you, not only to help grow and evolve their careers, but also to spot issues before they start. 3. Sometimes the hardest thing to do, is to recognize that there are no villains.Objectively while working, it’s highly likely you’ll run across a co-worker that may seem villainous. They could be aggressive and hostile, passive aggressive, condescending in emails, or just plain disrespectful. It may seem like they are out to get you, yet I’ve found that’s rarely the case. What is highly likely, is that they are under pressures unknown to you and are managing it poorly. As much as we don't like to admit, we’re creatures of emotion and many struggle to manage their emotions in productive ways. It’s equally difficult when presented with unprofessional behavior, to not respond in kind or to recognize that it could be coming from external pressures the other person is experiencing… and they aren’t just “evil.” Although there are a couple caveats to this discussion… Toxic people do exist We often throw around the term “toxic” in today’s media, yet “toxic” is extremely hard to define in my opinion. Although I found this article on “The Greatist” that best aligns to my experiences with toxic personalities: “One way to tell you have a toxic person in your life: Every time you encounter or hang out with them, you feel exhausted, emotionally drained, and negative. There’s always something with this person.” I find the toxic people in my life are often dealing with their own forms of depression or mental illness and have a hard time with their own sense of self… and often manipulate others to help fill the void in their own self esteem. In this Greatist Article, Irwin goes on to say : “You know you are being manipulated when you begin doing, saying, or believing things that are serving them, as opposed to you. Healthy people encourage and empower you to be your best. Manipulators tell people that they know what’s best for you.” I would highly encourage that you check out this article to learn more on toxicity, it’s rare but does exist and can easily ensnare you if you’re not careful. With egos, sometimes there’s no “winning” Some people are purely ego driven and are blinded by it. In these instances, I find it’s hard to get to a logical point in the discussion and it often feels like an argument for argument’s sake. For these types of personalities, you really have to know what hill to die on and understand that you’re going to have to make a concession somewhere in order to further the dialogue. Not that you need to actively stroke the other person’s ego, but letting them feel as though they have a win in the discussion (as painful as that can be) is typically the easiest path to a resolution. It’s not fun, but it becomes a form of negotiation where hopefully the conversation will land in a place that’s fruitful. Caveats aside, the sooner you recognize the other person as a person (flawed or not) instead of a villain… hopefully the conversations will become easier to manage and understand. 4. Taking the highroad is not fun and never fair.When conflicts arise at work, it’s hard to not want to be petty. We all know we want to take the high road… yet it’s a quiet one. You’re not making as much noise as someone else, you’re often taking low blows and not retaliating, and it’s rare that you’d receive any recognition because of it. That’s not to say you shouldn’t be taking the high road in disagreements, but it’s just a thankless job. The difficulty here is that the highroad could be misinterpreted to be the submissive road, and it’s equally difficult to hold your ground in a way that isn’t combative, yet isn’t giving in. The best ways of doing this, is trying to remove as much emotion as possible from replies where the other person is being particularly combative. The best advice I could give, is to never respond immediately… write multiple drafts of a response, try to filter out any sort of tone, and be as forthcoming as possible. This is extremely sensitive and difficult to do, yet if you don’t the highroad just becomes a freeway to drive over you. I wish I had some sort of silver lining to throw in here, but really when it comes down to it… you take the high road for own sense of self worth. It’s the age old argument that you shouldn’t stoop to another person’s level in a disagreement, and you can only hope that it gets recognized. 5. Don’t become a work Martyr!Okay I’m definitely stealing this one from an article “5 Signs that you’re a work Martyr,” and it just resonated with me. If you’re anything like me, it’s easy to let work consume your life and even your identity. Working from home, and having remote workers in vastly different time zones, I often feel the pressure to always be available on my phone. I often receive late night or weekend work related calls, and it’s hard to not feel neglectful if you’re not available… yet you have to take a step back and mentally give yourself working and non-working hours. I understand there are certain calls you should try to never miss, but you also need to get more comfortable in knowing that the world will still turn and work will still get done…I don’t want to just be responding to the points in the article here, but I did want to plug it as I think it’s been extremely insightful. Check it out! 6. Letting people go sucks! Unless you’re heartless…One area that’s not often discussed is how difficult it is to let people go. There’s a lot of preconceived notions surrounding being a manager and having the ability to “fire people,” and let me just say… unless you have some sort of major dislike for the other person, it’s incredibly stressful to do. You’re affecting someone else’s livelihood, and even if you might have had disagreements with that person, as I said above, no one is a villain and it’s a hard decision to make. It’s a delicate situation that you have to make sure you’re confident in, and that you’ve done your due diligence to ensure you’re making the right call. On this point, I’ll also bring up how equally important HR documentation is. HR matters and they have your back in these scenarios. It’s always good practice to send our email summaries of verbal meetings, to make sure there’s always a record. If you’re having a disciplinary meeting it’s equally important to not only send a recap, but also invite the other person to weigh in and say if they find it to be either accurate or not. This way you’re keeping an accurate record, and it doesn’t have just a one sided opinion on what transpired. Letting people go is easily one of the most emotionally draining and stressful responsibilities a manager has. 7. People will start to treat you differently...Have you ever been one to try to schmooze your boss at a company party or social gathering? Let me just say, having the shoe on the other foot… it sucks yet I was totally guilty of it early in my career. A few drinks happen and suddenly it’s a really good idea to ask for a raise, but you have to realize how incredibly awkward that is for the other person. I’ve noticed as my title has changed through my career, that some people just start to treat you differently. You can start to pick up on the fake laughter of your jokes, how some people seem to prioritize sucking up to managers vs mingling with peers, and you realize that your presence at an event feels anything but casual. For employees: my advice would be to try to always keep it as normal as possible, it’s fine to talk work but try to realize too the other person is also here to let off some steam. For managers I’d say always be humble and keep it casual, if you’re approached on career advancement, raises, or just a topic you’re uncomfortable with… be clear that this isn’t the proper forum for the discussion, but if they want to have that discussion you can on the following work day. This will likely cause some awkwardness, but whose fault is that really… 8. It’s still a Boy’s Club.As uncomfortable as that statement is, I’ve found it to be pretty accurate. Honestly I haven’t been exposed to some of the more stereotypical “bro” environments like joining a fraternity or being part of a larger sports team, and yet this is the best way I could describe the atmosphere at some of these leadership outings. Even with everything in the news, I still didn’t think that I would experience it in my job… Yet when you do, it’s a troubling moment and something that I’ve been conflicted about. It’s hard to not feel like you’re part of the problem when you’re a privileged white male, sitting at a dinner with other white males who are making potentially inappropriate comments. I didn’t really put two and two together, until I really started to think about who got invited to some of these dinners and often it wasn’t my female co-workers. How do you tow the line of being an ally, and not jeopardizing your standing at work? For me, I choose what hills to die on… In scenarios where the attractiveness of a coworker is being discussed, I like to interject how good they are at their job… This can always bring up a bit of awkwardness, but shines light into the inappropriate nature of the discussion and I find shuts it down pretty quick. You should also take what opportunities you can to advocate for strong female co-workers in these settings, and encourage their involvement in meetings and events in the future. There’s a fine line between just looking like a social advocate, and being complicit in this issue. Yet if you’re surrounded by potentially toxic behavior, that’s something you likely won’t be able to change overnight, but I honestly think you can do more good from within. It may also be difficult at times to not feel reactive towards statements that are made, but keeping a cool head and being a positive voice in these settings is often the only move you really have. Beyond that, if you feel as though you’re in an unchanging and toxic situation at your job… You may have to acknowledge that your participation at that company could be perpetuating a toxic culture, and you may want to consider a shift in career. 9. It’s okay not to know, and better to know that you don’t!Through today’s educational culture, there’s a lot of fear of seeming like you’re not an expert on everything. As I grew in my career, I started to manage not only very different personalities but also vastly different skills… that I certainly never studied in college. There’s always the feeling that those in management, are experts in their individual fields. Yet being an expert in a particular field, doesn’t make you a good leader and I’d argue now that most leaders aren’t experts in all of the skill sets that they manage. When you’re managing a small team, it’s more likely that you’d be able to really get into the minute details on all elements of your team. Although as you start to manage more and encompass more responsibilities, you have to be more comfortable in not being a subject matter expert in every element that falls under your department. I’ve felt a considerable amount of stress surrounding this topic, and not feeling as though I could as easily get into the trenches of every project that I lead. That said, some advice that helped me wrap my brain around this ways someone finallying telling me that “It’s fine if you’re not an expert. You hire and support experts on your team. Do you think that everyone at the C-suite level are experts of everything that’s underneath them?” This really helped open my eyes and feel more grounded in what it means to be an executive… which I only realized later is very different than just being a “lead.” I’ve always championed for servant leadership, but I find it gets exponentially important to lead in this manner as you work your way up the chain. You should hire the experts, get to know them, and support them as best you can to keep your teams effective. While it’s okay to not be an expert, learn what you can about all elements that are being worked on, but also trust and don’t micromanage your team. By not being an expert yet an executive leader can easily lead to Imposter Syndrome. It’s hard to not feel as though you don’t deserve to be in the position you’re in, worried that you’ve somehow stumbled upward and everyone will find out that you don’t belong. Especially if you compare yourself to the experts you hire. Frankly, I’m not sure if this sense of unease will ever go away… Yet you can only do what you can, attempt to make working life easier for your people, and support them in their accomplishments. Now that I think about it, imposter syndrome will likely keep you humble… and that may not be a bad thing. 10. Sometimes you should jump.We all get comfortable. Sometimes we can find ourselves getting into a comfortable rhythm at work, being an expert at all the processes, your brain can go on autopilot to get the job done. Sometimes we don’t realize that we’ve stopped being challenged… and it feels good. Yet, you may only discover later that you’ve been stagnating. Your skills may get rooted in archaic processes, you start to lose the drive you once had when you were younger, and the status quo becomes pretty appealing. Not to mention that change is scary, we naturally fear the unknown and yet it’s just that… unknown. We don’t know unless we try. Of course there’s always the opportunity for failure, and yet the growth that comes from failure is often the most educational. I’m not suggesting that you should always be changing careers, but I believe you should always be looking ahead and not getting stuck in the past.
Hopefully if your current position isn’t offering you opportunities to evolve, you’re still at least using that stability to evolve your personal life. Personally I’ve taken a few leaps of faith; moving to Montreal right out of college, moving back and starting a remote career in a vastly different industry, deciding to uproot and move to the opposite coast, and taking on an additional and totally new department at work… all of which has been pretty scary at times. What’s helped me through these phases of change has been to focus on the here and now, what you have immediate control over, and you can’t sweat the mountain ahead of you. Every mountain, in its entirety, seems daunting and yet each are just a collection of steps and you can control your pace. Sometimes the most difficult thing is to take the first step, but you need to remind yourself that you walk every day. I hope this has been insightful! It’s certainly been an introspective experience for me to get my thoughts down on paper, as uncomfortable as some of them might be. Thanks again for reading and I hope some of these thoughts might help you as you progress in your career! Hey Everyone!
Slightly different style of posting today. I actually wrote an article on "How Gamified Learning Is Changing the Landscape of Cyber Training" and it was published by Boss Magazine! Be sure to check it out! Thanks again to Boss Magazine for the Feature. |
AuthorI make games, I play games... and sometimes I have some thoughts about that. Archives
January 2025
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