Sunday, June 6, 2010

Kansas Laundry

© Robert Stein III '10

A 5.5 inch 3D Print from an Objet Alaris 30



Friday, June 4, 2010


110% has been the chanted mantra of the game industry (and many industries) for decades.
For those of you who don't know this chant, it refers to the level of production expected of an employee by management. In my case, I am writing from an artists experience.

An interview will  usually include a statement such as, "here at WeSaySo Corp, we work hard, we play hard, and we expect a hundred and ten percent from our employees".

But there is also another percent that we artists keep running up against.
It's called the 80-20 Rule (or the Pareto Principle).

The 80-20 Rule as applied to software production, in this case specifically 3D animation software, is used as a reason why a given software development company won't add or fix features. They will say that the last 20% of refinement is too expensive or too time consuming. Their logic is that we, the artists, should be intelligent enough to work around these limitations in the software.

The Pareto Principle is sound, and versatile enough that it can be applied to many things.
It can also be applied to the creation of graphics. So I don't know why anybody would think that the last twenty percent of art creation is any less complicated, detailed, or time consuming than writing code, or climbing Mt. Everest.

Yet, we artists are constantly presented with software that is intentionally not 100% complete, while being told we need to produce at our end at 110%. So my point is not to tell you what you already know, life sucks. My point is to tell you just how much it sucks, to the decimal point (you will thank me some day).

If you are producing at 110% using software that is 80%, doesn't that mean that you have to do better than 110% to get to 110%?
Yes it does. You need to produce at 137.5%!!!

137.5 x .8 = 110