robenkleene
07/26/2019, 12:01 AMWill
07/26/2019, 12:16 AMWill
07/26/2019, 12:17 AMvitorio
07/26/2019, 12:18 AMvitorio
07/26/2019, 12:21 AMvitorio
07/26/2019, 12:22 AMGarth Goldwater
07/26/2019, 1:14 AMrobenkleene
07/26/2019, 2:04 AMEdward de Jong / Beads Project
07/26/2019, 4:29 AMIvan Reese
the designer and programmer will work more closely together instead of sequentiallyThis is also the direction I can imagine things going. When reflecting on the tools that exist now, which took a job that previously required programming skill and turned it into a job that didn't... what often happened is that these tools created/demanded an all new skill, something that bridged a gap between programming and the domain. For instance, computer animation is a relatively new field with specialized skills like: character modeler, rigger, texture artist, pose-to-pose animator, particle/effects artist. All of these jobs used to be done by traditional programmers working closely with traditional artists, and then the programmers created specialized tools, and the artists forged these new skills so that they could apply their artistic ability directly to that domain using these new tools. The same thing happened with indie games (Unity, Unreal, GameMaker), and electronic music (Max/MSP, Ableton Live, even modular synthesis), and not least of all — spreadsheets! We often talk about making tools that allow people to use a computer "without learning to code". But the existing successful cases of that, to me, appear to be the cases where programmers made tools that required non-programmers to learn a freshly-invented skill — a skill that ends up being less foreign than programming, a skill designed to be similar to their existing skillset, but an all new skill nonetheless. So (back to Edward's point) I do see a bright future for bringing the designer and the programmer closer together — by making tools that allow the designer, after learning a few new complementary skills, to do things themselves that they previously relied on the programmer to do.
Justin Blank
07/26/2019, 1:38 PMrobenkleene
07/26/2019, 3:24 PMrobenkleene
07/26/2019, 3:38 PMWe often talk about making tools that allow people to use a computer "without learning to code". But the existing successful cases of that, to me, appear to be the cases where programmers made tools that required non-programmers to learn a freshly-invented skill — a skill that ends up being less foreign than programming, a skill designed to be similar to their existing skillset, but an all new skill nonetheless.What's so interesting about the "designer to developer handoff" problem is that for some reason it has been extraordinarily resistant to creating a new specialized tool that can output something useable. E.g., I believe all the examples you listed "character modeler, rigger, texture artist, pose-to-pose animator, particle/effects artist" output something that doesn't then need to be translated by a developer? I can't figure out what's unique about software interfaces that makes it different from these other use case. (Cheeky blog post from on this topic Webflow's CEO https://medium.com/@callmevlad/a-cheeky-guide-to-creative-tools-e5e3388c4614)
Drewverlee
07/26/2019, 3:40 PMIvan Reese
I believe all the examples you listed output something that doesn't then need to be translated by a developer?Yes, that's the whole reason those tools were invented. Prior to those tools existing, and those skills/roles being created, programmers and artists needed to collaborate intimately on every piece of the art. As these tools/skills were created (one at a time, and not very good at first), that need for total attention from both sides was lessened gradually. There was a time, when memory and other performance constraints were very strict, that video game artists would frequently create works that were too rich and detailed to run efficiently, and programmers would need to either collaborate with them to find art production processes that produced a more efficient result, or (sometimes) edit the output from those tools themselves. Eventually these perf-friendly practices became common, and the hardware improved, and the amount of constant, intimate interaction between programmers and artists tapered off. I think web designers and developers are going through a similar progression. It used to be common that a "web designer" would produce a PSD with slices — a format that was basically opaque to the technology of the web. Now, web designers are fluent in SVG and CSS. With tools like Greensock and Bodymovin, web designers are able to produce animations that can run in the browser without much, or any, direct help from a programmer. Right now, we're going through a phase where we're collectively putting a lot of stock in the idea of reusable components, and we're going through the fits and starts of making tools that designers can use to build components. We had the template language phase, and the Polymer/X-tags phase, and the React-style components phase — each one less and less programmer centric and more amenable to designers. We're getting ever closer to something that it'd be worth building GUI around, which (I think) is the tipping point. If there's a successor to React Components in this lineage, I would not be at all surprised to see it become the standard that tools like WebFlow embrace, at which point we'll be in "3d tools in the mid-late 1990s" territory — good enough that artists no longer need to understand what's happening under the hood, but not quite to the point that programmers are free from having to worry about what the artists end up making. But we'll get there.
robenkleene
07/26/2019, 4:32 PMrobenkleene
07/26/2019, 4:33 PMIvan Reese
Ivan Reese
Ivan Reese
robenkleene
07/26/2019, 5:48 PMrobenkleene
07/26/2019, 5:53 PMIvan Reese
Justin Blank
07/26/2019, 7:29 PM