#I'm the UX designer for this project!!
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crotovane · 9 months ago
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i love how im so vigorously planning out what games i'm going to play next now that i'm finished yakuza 5 along with what movies i'm going to watch this year and what i'm going to draw fanart of as if i don't need A Job and To Move Out first
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kyaruun · 2 years ago
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i think i've reached the point in learning as a compsci student where i don't remember just how many languages i've tried my hand at/i know the basics of </3
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lightandfellowship · 1 month ago
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I actually find the topic of "Nomura's evolving art style as he takes on more and more responsibility at Square (and subsequently has less time to Do Stuff)" really fascinating.
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Like, If you compare his art from the KH1-DDD era to his current day art, I think there's a noticable difference to his approach: how many steps there are in his art process, how he chooses to finish a piece, and the shift from a clean digital style to a more organic traditional one.
He used to use very clean, black lineart; bold colors; and more instances of defined/hard shading for that digital, almost cell-shaded or vector kinda look. Nowadays he goes for a more sketchy + watercolor style with pencil lineart, broad washes of faded color, and color shading that's a bit more blended and simplified in places (relying more on the pencil shading to create distinct shadows), with the hard edges more often reserved for scattered, bright highlights. (He's made art like this in the past eras too, such as the KH main menu arts which all have a watercolor quality to them, but the lineart was a bit more defined then and less sketchy, and thus slightly different from his current stuff.)
I think the Dark Road key art is a very good example of his current art style. The sketchy, almost brown lineart. The watercolor quality that emerges where two colors meet and overlap. A little desaturated and earthy. Color shading that's very broad, soft, and loose, with sharp highlights here and there.
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Both styles have their merits (I personally love this sketchy era of his), but I think it's pretty likely that he adopted this as his "main" art style in order to adapt to time crunch. He doesn't need to do time-consuming lineart and precise shading anymore; he can use the original sketch as the lineart instead. Heck, he can fill in a bunch of the shading via pencil during this sketching phase to save even more time, and then can paint in a more watercolor-y kind of way that allows him to color in quicker, broader strokes.
And then there's the occasional art mistake that has become a bit more frequent in recent years, by my estimation. Which I imagine, again, is due to running out of time to notice/fix those mistakes. Things like Ephemer's arms being a bit too long in this UX art, the Kingdom Key being slightly off-model in this anniversary art, or the ears on this Mickey Mouse symbol being two different sizes on this Utada album art.
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(Which isn't to say that he hasn't made art mistakes in the previous eras, for example he initially got the colors of Riku's shirt mixed up in the Re:CoM cover art before fixing it, but I still think the mistakes were a bit less frequent back then.)
And like, hey. I draw, too. Amatuerishly, but I do. I don't blame Nomura for possibly needing to change his approach to making art in order to meet deadlines, nor do I blame him for these little art mistakes that ended up falling through the cracks. I imagine he simply doesn't have the time anymore now that his job has shifted from (primarily) being a character designer/illustrator to (primarily) being a director of multiple, simultaneous projects. Or maybe I'm totally wrong about this and his art evolution had nothing to do with time crunch, who knows. I think his current art style is gorgeous either way!
Anyway, I just think this is an interesting example of someone taking their art and adapting it to a difficult and highly limiting situation, experimenting with new things and finding the means to still make art even when you have less time to do. Also a great example that professionals are human and will make mistakes even in professional products, and it's not the end of the world, it just happens. If you ever obsess over a mistake in your art...maybe take solace in knowing that it happens to everyone. Even people who have been in their field for a very long time.
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jetlaggingbehind · 7 months ago
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for the last week of mistholme may, i'm finally posting this ux design project i did here!! its essentially a website design for the mistholme museum in-universe, and though it isn't perfect i'm really proud of how it came out ^_^ thank you to the mistholme server for being such a cool bunch when i originally posted this there :]
some pics are censored bc i took them myself, but hey its not not museum funkiness
the disclaimer section is actually up to date up until roughly early s6!! totally worth the effort imo
the weird video file sizes is bc i didnt standardise it and barely tested it but it's fine we ball (said with much stress)
michael afton is there bc it was the first filler name i could think of and i didnt end up changing it, apologies to the, if real, head of patronage
godfrey audio guide mention! i like the idea of them being a partner to the mistholme museum its cool
crystal skull my beloved, always destined to be incomplete
most buttons dont work regretfully, youll just have to admire the pretty text
the social media section contains weverse (social media for kpop stars) bc my sister thought it would be funny and it was hilarious to think abt kpop star guide
heres one more extra vid if yall r interested haha
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eliotlime · 3 months ago
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End of September Update
Just as a heads up, I'll be closing my commissions after the first week of October (06/10/2024) just so I can focus on other projects! If you'd like to order a bug from me or get any of my other regular commissions now's a good time to do so!
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(Bugstyle | Regular Comms)
I made a really brief post on twitter about what I'm up to but since tumblr supports more text I'll just go into more depth on what projects I'm working on at the moment and general life updates!
I used to write blog posts on wordpress for school and it's just hilarious that I stopped doing that considering it feels like I was born to blog!
In general, I've been trying to crawl out of this very odd mood swing-y state I've been in for the past year. I've been semi-public about it but I graduated with a degree in animation same time last year and have sort of been recovering from the absolute burn out of that as well as watching the animation industry essentially collapse just as I left college.
I'm hoping to get into UI/UX design this coming October and try to piece what little control I have of my life back together. I don't really know what I'm doing to be honest and it feels like I'm just pawing in the dark with a lot of this stuff.
In lighter news I've been trying to get into something I've always wanted to for years which is comics! I'm not sure how much I can speak about it at the moment but I just got into an anthology which is very exciting.
I applied to shortbox last year but didn't get in :( but fingers crossed I'll get in next year! On a related note I've made a Cara profile which I'm using as a comics portfolio and archive.
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Those of you who've been following me for years know that I've had a webcomic project called, Happenstance (which I've restarted endlessly for about 10 years at this point). While I don't really have a concrete update of that for you guys I will say that the story is more or less fixed and whatever version of it I have now is most likely the version I'll proceed with in the future.
I did try to get the ball rolling with this at the start of the year with a pilot comic but it made me so miserable to work on it I abandoned it and started making an unrelated zine instead haha
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I do have plans on finishing this eventually and it'll be up on my itch.io and gumroad like everything else!
Speaking of the zine, I'd just like to thank everyone who purchased Cute Thing! I think for my first independent book project it did pretty well! It was incredibly embarrassing and nerve wrecking to promote it but I'm glad I did it.
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I don't know why there's an 18+ warning on this considering this zine is pretty tame.
I guess it also helped that that stupid ass diary comic i made blew up at the same time so I got to shill my wares in relation to it. Even though I think it gave me some kind of psychological damage but every time i gain minor internet fame i shrink back into my shell anyway, this is just the first time i really felt so much.. vitriol from randos lol.
It's just hilarious it overlapped with whatever guilty gear obsession I had at the time as well. Thank you to everyone who stuck around and uh.. sorry! I walk wherever the wind takes me and it's frequently towards my own characters.
But! Speaking of Guilty Gear, I am working on an Abacelsus zine I briefly talked about on twitter a couple months back. The title is sort of pending at the moment and while I did say it might be free as a digital download, I'm probably going to charge a couple of dollars because of how much effort I'm putting into this.
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On the plus side that means I'll probably be putting more effort into it! I'm aiming for 24 interior pages of stuff and hoping to release a digital version of it by Halloween 2024!
I'm trying to work on more prints and stickers for conventions as well and I never posted about my convention escapades here all too much but you can check out this instagram post for what I had up the last time I boothed!
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That's kind of all for the stuff I'd like to get done within this year but other projects that I'd like to aim to get done by 2025 is a continuation of my Cute Thing zine that I'm aiming to collate by Valentines Day, hehe how romantic.
There's nothing terribly concrete for that at the moment but I do know I want it to have more pages than Cute Thing. It's called My Boy and yes it's named after another Car Seat Headrest song.
I've got a lot of irons in the fire and another iron is that I'm also planning a 4-panel comic series for my band characters that I've posted some pilots about before!
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Pretty messy planning but most of my long form stuff looks like this.
A 4-panel comic series is just less intimidating than a fully coloured webcomic series (Happenstance) that I know will be finished decades later. I've also seen a lot of webcomic artists I've beloved just.. abandon their years long project and it's kind of scary to me that will definitely happen to me!!!
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The long and short of it is that I've got a lot of projects and a majority of it is not making me any money. I'm extremely lucky to be surrounded by people that support my work but it gets hard to just do all of this by yourself with no guarantee that it'll go anywhere.
Patreon's a beast I've tried to tackle but it's kind of an ass of a website to use so I'll probably try to use ko-fi a bit more. I've kind of never really liked the subscription model and really do prefer to launch curated PDFs of my work every few months, but again I'm really just clawing at the dark and grasping at anything I can.
Let's wrap up this long post by mentioning that I might want to give streaming a shot! I used to stream a little when I was a teenager but I'd like to give it another go!
I don't think I'm going to have a dedicated persona or vtuber avatar but a small little png-tuber would be frankly hilarious. Maybe something casual to start of with, it gets pretty lonely spending everyday working on images alone.
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Thank you for reading! It's an extremely long post to all but say that I'm scared but working on projects still! If you'd like to support me, here's my ko-fi page and while I'm working on getting more stuff on there here's my itchi.io & gumroad as well.
As I mentioned before I'm closing my commissions on the 6th of October to work on my Abacelsus zine so if you'd like to get a bug or any of my regular style commissions now's a good time to do so!
(Bugstyle | Regular Comms)
I'm hoping to make more update posts like these in the future and not psyche myself out every time because they're really good for me to collect my incredibly jumbled thoughts. Thanks again to everyone who's followed, supported or even just looked at my stuff it really means the world.
If you have any questions or just generally want to talk to me about my characters, my DMs and askbox is always open! Any professional enquires can be shot towards me email as well: [email protected]
XOXO, Stay weird!
-Eliot :)
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urlknight · 2 months ago
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Hi there, Love your work! I'm also doing stuff in Unreal and it feels like it's rarer to find other indie devs using it. I love how clean all your UI feels, and UI is something I seem to really struggle with.
Do you have any recommendations for workflows / tips / sources etc for getting better at UI?
Also I'd love to know more about the material / shader workflow for your latest post if you have more information anywhere.
Thanks :)
Hello there! Thank you!! I hope you don't mind me answering publicly as I feel like some people might be interested in the answer!
I really appreciate your UI (User Interface for those not knowing the acronym) compliment as it's something I've spent a long time working on and specializing in, in my career as a software engineer. UI/UX often goes completely unacknowledged or taken for granted even though it takes a lot of time and hard work to create and develop. In the engineering world I frequently had to advocate for and explain user experiences to those who didn't have as deep of an appreciation for UI or a very sophisticated understanding of why a good, visually appealing user experience makes, or on the flip side, can break everything. I think it's a very challenging, overwhelming topic to grasp and communicate, but just by being interested in it you're already way ahead!
There's a lot going on with UI. From visuals to knowing common design elements to successfully conveying a story to the user to implementation to testing to designing for accessibility to animation and I probably didn't cover everything with that run-on sentence. There's frontend engineers out there whose role is solely to maintain and improve UI component libraries for companies. And that's without throwing games, whose UIs are all uniquely visually tailored to their experiences, into the mix... I could keep going on about this honestly, but I'll get to what I think you can do personally! 1. Learn about common design patterns. What's a toast? What's pagination? What's a card? Little things like that. These apply to all software UI/UX, including video games- and knowing these off the top of your head will make it so much easier for you to invent your own UI designs and patterns.
2. Study the UI in the everyday applications you interact with. Step through menus and think about how you got from point A to point B. Take a moment to think about the why someone put a button where they did. Study the UI in your favorite video games, too! Take a lot of notes on what you think works really well and what you think doesn't. And also there's online resources that are great for inspiration. I personally spend a lot of time on the Game UI Database. - https://dribbble.com/ - https://www.gameuidatabase.com/ 3. Don't be afraid to start with basic sketches or even just simply representing everything with grey boxes. All my UI starts out as really crappy sketches on paper, or tablet sketches on top of screenshots. Visualize your ideas and then keep iterating on them until you've got something. For example, I went from this:
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To this. (And come to think of it I might actually still want to make those cooler looking buttons in my sketch) 4. Break everything out into pieces and individual components. A good UI is made up of building blocks that you can reuse all over the place. That's how it stays consistent and also saves you a lot of stress when you need to go in and update components. Instead of a million different looking UI pieces, you just have to update the one! These individual components will make up your very own UI Component Library, which will be the standardized design system and source of reusable components for your project. This also applies to your visual elements that don't do anything (like I personally have a whole mini library of diamond and star shapes that I reuse everywhere).
For reference, here's a breakdown I made of my Inventory UI. On the right, I've labeled most of the individual components, and you might be able to see how I'm reusing them over and over again in multiple places.
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5. Spend some time listening to designers talk, maybe befriend some designers! Many of them have an unique, interesting view of the world and how we interact with it even beyond just software. Their perspectives will inform yours.
6. Test your UI on users whenever you can. Get feedback from others. This is the best way for you to see what works and what doesn't. As game devs we spend so much time with our games it's easy for us to lose sight of the full picture.
7. Be patient and don't give up. Continue to be open to expanding your knowledge. These UI skills take time to develop. I personally am still learning even after like 10 years of doing it. Coming up with the visual elements is very challenging for me and I spend a lot of time rearranging things in photoshop before I actually start coding anything at all in Unreal.
Whew, that was a lot, but I hope that gives you some thoughts and a place to start!
I don't have any posts out there about Blender/Unreal shader workflows right now, but I'll consider making another post sometime soonish. I appreciate you asking and you're welcome! :)
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nittroy · 1 year ago
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SO yeah,, Help me with my graduation work by going through my surveys? 👉👈 The general survey for everyone: https://forms.gle/SeXYkfpnbbPaBVg89 The survey for OC havers specifically: https://forms.gle/2HD8fUtVXWEdDe2y9 Thankfull for any submissions or reblogs, more details under the cut!
Hi! My name is Nate, you may know me as Nittroy, and I'm actually a 4th year UX/Ui design student. This year we are doing a final year-long project: a study, a concept proposal and a prototype and/or an actually app/website. I was free to choose whichever topic I like so I chose,, OCs, role-play and, well, data design. I want to create a concept for platform that allows you to present data - and more specifically, your characters data - in a nice way! Idk how it will work out, but for now I need to collect some info to help sustain my research! So I'm very thankful for any boost towards this post - likes and/or reblogs are super appreciated <:з p.s. here's another picture I drew for survey posts :D
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codemerything · 11 months ago
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LET ME RE-INTRODUCE MYSELF👋🏾
My former handle used to be "leaveblackbrosalone" but @a-fox-studies gave me this new handle and I use it everywhere now, so thank you so much!
My name is Emery I really love movies and music, I take it very seriously and I sometimes write reviews on Letterboxd. I'm heading towards being a full-stack developer (I almost forget to add this)
Programming Languages 💻
Javascript (Primarily) Solidity (Secondary) I'm yet to learn but eventually will when I map out a timetable for it. Node.js too
Skills 🤹🏾‍♀️
Technical Writing Graphic Design UX/UI - I like to do everything myself so I picked this up and I'm decent with it I have a couple of articles on my blog here I mostly like to talk about subtle nuances in tech and I will be writing more this year hopefully! check out my GitHub here(maybe you can use some of my .README styles lol) and check out my projects too ~!
I love to build projects and hopefully I will be building more this year and sharing some of my interests and daily activities here (daily activities posts are quite tough for me but I'll figure something out)
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boyteal · 5 months ago
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do you use spotify? do you think it could be better?
that's crazy, me too!!
hey! my name's oliver and i'm a user experence designer. my current project is a ux-focused redesign of spotify. to make it happen, i need your help!
i'm doing research to better understand how people use spotify, what features they value, and their level of satisfaction with the current interface.
as part of my investigation, i have created a short survey. if you have 5 minutes, i would be so grateful if you could take it. all responses are anonymous and no personal information is collected.
thank you!
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neptunecookies · 2 months ago
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Hiya! I'm looking for indie programmers, artists, and more for my video game!
Introduction & Summary
We're developing "My Life: The Video Game," a narrative-driven, first-person simulation-visual novel game centered around a 16-year-old teenager named Taylor, who returns to high school after years of homeschooling. Our game emphasizes mental health and healing, featuring engaging stories, relatable characters, and gameplay mechanics that highlight the importance of empathy and self-care. This is a chance to contribute to a game with the potential to resonate deeply with players, encouraging empathy and self-awareness.
Available Positions and Job Descriptions
As a solo aspiring indie developer, I'm seeking skilled individuals to join me in bringing this project to life. Remote, freelance/contract-based positions are available in the following roles:
Unity Developer (C# Programmer): Proficient in C# and Unity, responsible for implementing gameplay features, collaborating with me, and ensuring the game runs smoothly.
2D Artist: Create 2D artwork and assets that align with the game's modern-day city setting and high school environment, including character designs, environments, and props. The art style is a unique mix of abstract (think “Journey”) and hand-drawn (think “Ori and the Blind Forest”), aiming for an atmospheric, emotional tone.
2D Animator: Bring characters and environments to life through fluid animations, working closely with the artist to maintain a consistent visual style.
UI/UX Designer: Design intuitive and visually appealing user interfaces that enhance the player experience and align with the game's themes.
All positions are remote, with the possibility of extending into long-term roles. Candidates with multiple skill sets are welcome to apply for multiple positions if desired. These are unpaid/rev-share positions, ideal for individuals passionate about storytelling and mental health awareness. When the project finds success, team members will be the first considered for compensated work.
What We Are Looking For
Ideal candidates are passionate about storytelling and creating meaningful gaming experiences. Strong communication skills, the ability to work independently, and relevant experience in game development are essential.
The Project and Our Mission
As the creator and solo developer, I'm an aspiring game designer passionate about creating meaningful stories and immersive experiences. I believe in the power of games to promote understanding and empathy around important topics like mental health. "My Life: The Video Game" is my way of contributing to this mission, raising awareness, and fostering a sense of connection and support among players.
The game follows the story of Taylor, a teenager who faces challenges as they return to high school after years of homeschooling. It tackles themes such as anxiety, self-discovery, and the importance of friendship and understanding. By crafting an engaging narrative and relatable characters, I aim to create a powerful gaming experience that resonates with players and encourages conversations about mental well-being.
Progress
For interested candidates who want to learn more about the project before joining, please visit the following link for a document with information on the game's project timeline, additional information for those interested, gameplay mechanics, and more: Game Design Document. For those that are chosen, a comprehensive document will be provided. 
Contact
To apply, send a DM on Discord to @NeptuneCookies with your experience and a brief introduction.
Include the following information in your Discord DM:
Name and contact details
Role(s) you're applying for
Experience and qualifications
Brief introduction and your interest in the project
Additional materials, like portfolios or resumes, may be requested depending on the role. Selected candidates will be invited to a dedicated Discord server for collaboration.
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sterling-dragon · 6 months ago
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Hey you! Yes, you! Do you want to help a UX student earn their certificate?
I'm taking a UX design course (User experience) and one of my projects is to create an app/website for a fictional museum. The data I learn would help me create an accurate "user profile" so I don't make assumptions in the design process. Here is the link to the survey and I appreciate anyone who takes the time to fill it out!
If you have any questions please feel free to send me an ask!
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fyeahnix · 3 months ago
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That post from like a month ago (I was planning to write this the day after and then immediately forgot and this has been in drafts since lol) about web devs not having some basic knowledge of the web has been stuck in my brain for a while because they are correct as I said in the notes but it's the landscape of web dev right now that's causing it and I don't see it stopping anytime soon.
I've been a professional Front End Dev for just over 7 years at this point (now a UX Dev working on a design system), and while I have a good chunk of experience under my belt, I've gotten to the point where I realize just how much shit I do not know and it's a LOOOOT.
The current landscape of web dev is that most projects and products are robust web apps that, in the absolute best case scenario, are gonna require, at minimum:
User experience research and work (UX)
User interface design (UI)
Front end with accessibility and mobile responsiveness (I am here)
Front end interactions and state management (JS engineers)
Backend database and API work
Backend infrastructure work (including setting up the dev and QA test environments)
QA testing
Developer experience to make sure devs/engineers are working efficiently with the tools they have
I'm sure I've missed some roles here, but you can see why people end up specializing when they work on bigger projects and products. The web is so unbelievably JavaScript heavy nowadays that all these specializations are Kind Of Required™, but that's absolute best case scenario. A lot of companies simply do not have the budget (or desire) to fill all these roles. So then you have a bunch of people who are kinda okay to mediocre at multiple of these things instead focusing on being good at one or two things. And then put in timeline requirements. AND THEN you have some companies who have different philosophies on how to build their core product: some are very UX focused and will put time into making sure that's present, others are not and will not care about UX in the slightest and thus those roles may not exist there at all. And...well things aren't going to be as quality as you expect when you consider all of those points.
The web is full of applications now that require a lot more expertise in different fields than just a basic static site with no data. That's not to say static sites don't exist or have no place anymore, tho. But this is where we are. It sucks.
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amoripomoea · 4 months ago
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welcome to my blog/intro post!! pls read before you follow ty <3
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about me !!
☼ name: zach
☼ gender: male (ftm); he/him
☼ age: 23
☼ gay and nd (audhd)
☼ ENTP 8w9
☼ libra sun, sag moon, sag rising
my interests !!
☽ games: fnaf, animal crossing, stardew valley, minecraft, project zomboid
☽ shows and media: smiling friends, breaking bad, the walking dead
☽ music: honestly literally everything except (modern/contemporary) country music
☽ other stuff: drawing, writing, singing, playing piano, dogs, psychology and sociology, politics (i'm a hardcore leftist/communist lmao), graphic/UX design (that's my future career goal!)
more info !!
⭑ this is a 16+ blog!! please don't follow me if you're under 16. if you don't have your age in your bio/somewhere on your blog, i won't follow you back.
⭑ if you know me irl, no you don't and please go away 🫶🏻
⭑ this blog is primarily a fandom blog, but i will rb/post non-fandom stuff too
⭑ i post/rb nsfw and suggestive content sometimes. these things are tagged as #nsfw and #cw suggestive, respectively. minors dni with nsfw and suggestive content please!
⭑ my writing, my art, my poetry, my asks, and my ramblings all have their own tags
⭑ my DMs and my asks are always open!! please send me stuff, i love talking to people!
⭑ moots: feel free to DM me and ask for my discord if you want!!!
links !!
͙͘͡★ my carrd
͙͘͡★ my pronouns.page
͙͘͡★ my ao3
͙͘͡★ my pinterest
divider credit: @animatedglittergraphics-n-more - post link
last updated: october 13, 2024
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chuubachelor · 7 months ago
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i dont know how to exactly approach this... but i'm a ux/ui designer and i'm searching for a way to make portfolio projects and i thought that it would be cool to help the the sims 2 community at the same time...
the thing is, are there any modders that have an interest in maybe using my project on their UI mods? i'd like to talk to anyone interested in making a mod to better the experience in the sims 2!
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noctilin · 1 year ago
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Hey! Uhm i was hesitant to ask you so i hope you dont mind answering this question. Im really into art so im looking for an art-field job and i wanted to know if you’re working under this field or are you working under a completely different field of job? Are you a freelance illustrator, character concept artist, graphic designer etc.? If so, how difficult it is to work as one? I want to know your opinion and see if i can work under a similar job as yours. You don’t have to answer this if it’s too personal. Thanks :)
hi! not a problem at all! i've worked freelance so that's all I can really share with you. these days i mainly work for illustration but I've also accepted projects in graphic and ui/ux design when i was younger and illustration wasn't making the bank for me yet.
when it comes to it being "difficult" well... i think my lifestyle is very specific, to say the least, where working on a stable job is not really an option for me nor will it ever be in the foreseeable future. so my experience and opinion might not apply to most people. with the way my life works, i'm lucky to even be able to do freelance as an option so i'm grateful to have it at all. it gives me a chance to earn money at home while still being present at home and in the comfort of it.
i will say, the common problem or issue with working freelance is that you are your own boss. you have to manage and hold yourself accountable for everything you do. one might say "hey, that's AWESOME, i can do whatever i want" but i promise you that there will come a time when it will be a handful.
another is the fact that you hardly get additional benefits, if at all. no insurance, no yearly or holiday bonuses, etc etc., and when it comes to being paid, well, sometimes you get lucky and sometimes you don't. it's kind of a high-tide-low-tide situation especially when you start out. projects don't really roll in casually. this is why most people have a side job while freelancing because it's just not consistent sometimes, and, well, you gotta pay rent and utilities.
when it DOES roll in though, it's good times! especially when you live in a third world country like mine, being able to do freelance and accept projects from clients abroad who pay in dollars or euros is a lifechanger. so that's one of the perks of doing freelance when you also can't find a job overseas.
overall, i think it heavily depends on your lifestyle and how much you're willing to let go for what you can get, which unfortunately i can't help with aside from giving you a brief view of what's to come.
best of luck to you!
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volansoft · 1 month ago
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Best Mobile App Development Company in Jaipur | VolanSoft
Top Mobile App Development Companies in Jaipur: A Comprehensive Guide for 2024
In today's digital age, finding the right mobile app development company in Jaipur can make all the difference in turning your business idea into a successful digital reality. As someone who has closely worked with Jaipur's tech ecosystem for years, I'm excited to share insights about the leading mobile app development companies that are shaping our city's digital landscape.
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Jaipur, often known for its rich heritage, has emerged as a prominent tech hub in India. The Pink City now houses several top-tier mobile app development companies that deliver world-class solutions. Let's explore the best players in this space who are helping businesses transform digitally.
VolanSoft Technologies has consistently ranked among the top mobile app development companies in Jaipur. Their portfolio showcases a diverse range of successful projects across industries. What sets them apart is their comprehensive approach to app development, combining technical expertise with deep understanding of business needs. They excel in both Android and iOS app development, making them a versatile choice for businesses of all sizes.
The mobile app development landscape in Jaipur has evolved significantly, with companies offering specialized services in React native app development, cross-platform solutions, and innovative UI/UX design. These companies bring together experienced developers who understand both local market needs and global tech standards.
When choosing a mobile app development company in Jaipur, several factors deserve attention. First, look at their portfolio – it speaks volumes about their expertise and industry experience. Second, consider their development approach. The best companies offer end-to-end services, from concept development to post-launch support. Third, evaluate their technical expertise across platforms – whether they excel in Android app development, iOS app development, or both.
What makes Jaipur's app development companies unique is their blend of cost-effectiveness and quality. Unlike their counterparts in metro cities, these companies offer competitive rates without compromising on quality. They understand local business dynamics while maintaining international development standards.
The success of any mobile app largely depends on the development team's expertise. Jaipur's top mobile app development companies employ skilled developers who stay updated with the latest technologies. From Flutter to React Native, they master various frameworks to deliver the best possible solutions.
Another crucial aspect is the development process. Leading companies in Jaipur follow agile methodology, ensuring transparent communication and timely delivery. They involve clients at every stage, from initial conceptualization to final testing, ensuring the end product aligns perfectly with business objectives.
Security remains a top priority for these companies. They implement robust security measures and follow best practices to protect user data. This commitment to security has helped many Jaipur-based mobile app development companies earn the trust of clients worldwide.
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