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Notes on running visual work, from the studio side and the client side.

  • 19 August 2026Working with AI in visualisation, and will AI replace 3D artists?AI has taken over the conversation, not everything everywhere. What it genuinely helps with on a render, what it still cannot do, and whether it replaces Artists and Creatives.
  • 18 August 2026Working with remote Creatives (Part 2)Part 2: finding an artist and checking they are real, what a briefing package needs, and why a Filipino artist built the kerbs five times too high.
  • 18 August 2026Working with remote Creatives (Part 1)Creatives are commonly neurodivergent, and working across cultures adds another layer. Part 1: what to expect of an artist, on a scale of 1 to 10.
  • 18 August 2026Working remotely as a Creative (Part 2)Part 2: booking the next meeting from the meeting you are already in, the loop that keeps a remote project moving, and getting to know your clients.
  • 18 August 2026Working remotely as a Creative (Part 1)Working remotely has real advantages, and its own problems for clients. Part 1: the system that carries a project, and giving clients dates they can plan around.
  • 18 August 2026How to price a jobWhat it takes to price creative work: how long a render should take, how to work an hourly rate backwards, and why the rate is the part nobody tells you.
  • 17 August 2026How to give feedback on a render or artworkNobody really teaches how to give feedback on creative work. Four things that make a comment useful: where you put it, what it says, the reference image, and the feeling.
  • 15 August 2026Your work your way, while you enjoy lifeRealising we don’t need to be tied to an office or a desk, and can create from anywhere, is a game changer.
  • 14 August 2026Flow stateAnyone can get into flow state, in almost any situation, but it takes a few nuanced conditions. What turns it on, and what blocks it.
  • 14 August 2026Changes: scope creep, and managing time and costsWhat scope creep actually is, where it comes from, and how to handle the time and cost conversation before it turns into a problem.
  • 13 August 2026Doing the things that matter (Part 2)Part 2: the middle of a project and the end. Feedback as recalibration, the two things artists must not skip, and closing a project properly.
  • 13 August 2026Doing the things that matter (Part 1)Think of a project like a circuit, and closing out the loops. Part 1: intent, and getting the kick-off right.
  • 12 August 2026Naming conventions and deliverablesNaming files is both a hassle and inevitable. Here are the formats that work, the sizes to deliver, and why watermarking matters when payment is slow.
  • 11 August 2026Managing expectations (Part 2)Working across time zones, email is the easiest way to manage expectations. Here is the sequence, kick-off through final delivery.
  • 11 August 2026Managing expectations (Part 1)For the creative-minded and the neurodivergent, managing client expectations is a hard-fought learnt skill. Here is what makes it repeatable.
  • 11 August 2026What’s in a good briefing?A project’s success can hinge on a clear briefing. Here is what one contains, and why the audience matters more than the drawings.
  • 8 August 2026No-one is a failure!No one is a failure. We just learn differently, and school was never built to notice.
  • 7 August 2026Getting projects out the door, and what gets in the way.One of the many problems creative individuals and studios face is getting work out the door on time and on budget.
  • 5 August 2026Working from home? Who Actually Works From Home, and why the ‘creator economy’ is on the rise.The office-versus-home debate has settled into something more permanent than anyone expected.