Mashable

2012

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At this time in design, we were either using a heavy program like After Effects which required specialization and was a time suck with rendering, or Keynote, which was easy but complex at the same time. You'd have to hack it to do what you wanted with an animation. We spent hours, days, and weeks prototyping animations that were so challenging to build for Android at the time the engineer on the project literally slept under his desk to finish it. It wasn't worth it—bad leadership.

2012 also had yet to see the advances of easy commenting or async design, so we'd have creative directors red-mark wireframes in Adobe Illustrator, Photoshop, or InDesign. Whichever program the lead designer felt was most appropriate. I don't miss the times before Figma. The amount of nonsense back and forth has evaporated entire departments, and rightly so.

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