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Hey, welcome back to the Po-Party, it's Jules. Today we are talking about key art, making

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key art. And this is going to be a bit of a workshop going on the vein of branding and

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the components of a brand package. We've discussed a lot about brand this past month. That's

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your typography, your logo, colors, mood boards, etc. There are other workshops on this podcast

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on how to develop the basics of a brand. And I give you a few of my opinions about how

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to get started easy, fast, and also find inspiration. So check out those first few episodes of the

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Po-Party. They're in the feed. They're in this season 1, 2, and 3. Today we're going

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to talk about key art, what it is, how it contributes to a brand package, when you need

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it. And I'll go into some examples of what key art can be and how you would make it for

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a music festival, for example. Then we'll also touch a little bit on AI because since

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we're talking about images and how to make them, it's almost impossible not to talk about

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this juicy topic today. I've generated a few AI images myself. I've also photoshopped the

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crap out of a ton of them. So I have a few ideas on how to use still generative AI art.

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And I'll give you some of my thoughts on what AI is good for, what it's not good for. But

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that in itself can be another episode. So we'll touch on it briefly. But today, let's

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go ahead and dive into this topic of making key art, what it's for, and we'll get to

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know a little bit more about how it fits into your overall brand. Alright, let's go.

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So what is key art? Key art is essentially all of the graphics or illustrations, maybe

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even photography that you would typically see for a campaign. Now, what is a campaign?

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A campaign can be any sort of movement that you make for marketing, whether that's advertising

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the Olympics or a new flavor of Doritos or a new album you have coming out. Generally,

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we call these branding fleets campaigns because they serve a specific purpose, whether it's

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to announce the drop of a new line, you want to tell people that you have something new

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coming out. But the idea is that it serves the purpose of getting the information out

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to the public and then that campaign is over. You might refer to it in the future, but generally,

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the art really matters a ton because while your brand is the key components of what you

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look like through your fonts, your logos, your colors, the key art can be seasonal,

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it can define the moment. And I think a lot of the times we see key art used during special

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seasonal events like the Superbowl, Valentine's Day, name any holiday that you would celebrate.

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Lunar New Year, for example. I personally love seeing New Year's campaigns. I think

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they're fun and then also many people in the field of astrology, I think could also

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benefit from utilizing key art for the season. So think of key art as foundational work that

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you would show in a seasonal campaign. And I know a lot of examples, but even if you're

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an artist or designer trying to launch your brand and you are offering a new service,

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that service might have specific forms of key art that you're using in order to advertise

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your product. So another question people might have is, do you need key art? And honestly,

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you do not always need key art. I think key art belongs to the illustrators and visual

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designers of the world, maybe even the photographers and the presentation designers. I think that

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using key art is important when you're trying to create a campaign, but what's even more

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important is getting the look and feel of the key art down with the messaging of the

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campaign. Let's say there's an illustrator who has a particular style you like and you

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think it matches the campaign, you found them on Behance, that's perfect. You can go ahead

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and contact them and ask them to work on your campaign and maybe get like three to four

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visuals that you could then use on your email marketing, your posters, your mailers, et

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cetera. Now key art is important for this specific reason because generally in a campaign,

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you might have very many different ways of communicating with people. I mentioned a few,

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maybe you're reaching out to them with flyers or you're creating a new landing page. If

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you have specific graphics for that campaign, it's going to be easily tied to the moment,

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the season, the announcement you're trying to make for that specific campaign. And you

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really can just pop those graphics in there and that just ties everything together. That's

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one of the best things about key art. Now I touch upon this already, but one of the

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key things to know about key art is that it is so important still to get the look and

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feel of your brand down with key art. Let's talk about an example. Let's say you're

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launching a Superbowl campaign for Doritos during the halftime show and you're trying

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to make key art. It might not really make a lot of sense to make key art for Doritos

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that feels really pastel and bubbly and lovely because that doesn't really fit with the

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brand of Doritos. When I think of Doritos, I think angular, spicy, flavorful, crunchy,

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like loud and red. So it would be really important to find someone who's really good at matching

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that style. Also, it really depends on what the flavor is and if there's something particularly

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new about this Dorito. Let's say for example, that this Dorito was a puff chip. Maybe you

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would get someone who is really good at a 3D art style that is puffy. There's lots

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of different types of key art you can make, but generally speaking, since key art can

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be so many different things like 3D art, doodles, photography, AI art, I think it's a good idea

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to keep it simple and maybe just choose one to two categories of key art for a campaign

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just so it doesn't start getting too busy. Because one of the things I mentioned about

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key art is that it's easy to pop in and then just tie back to a campaign. If you start

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getting into the territory of way too many different styles, then it becomes harder to

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tie it all together. And this is what art directors are for, I believe, just really

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making sure that messaging is the same across all campaigns visually and then also working

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with the other creators who are on a project. And going on a little bit of a tangent, but

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in the same vein, these days, many brands work with content creators. I think one of

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the hardest things to nail is actually dignified, but put together look, style, and feel among

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all different types of content that creators can contribute to a campaign. One of the other

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great things about key art is that sometimes people develop whole experiences around key

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art. So I think a really good example of this is with character designs and games. So let's

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say for example, Zeltnett. Sometimes this is just an example, but sometimes character

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designers might show the designs for a new character and then a game is created entirely

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around that look and feel of a character. This is because it's much easier to get one

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component, one small piece of a world down rather than creating the world from scratch

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first and then creating the small components. So if you're working on a team with lots

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of different designers and artists, then maybe someone that an art director creates a piece

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of key art, just one of them, and then everyone else nails down that style, that look and

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feel and then bases the work off of this initial design. This is great because it can become

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a beacon for a team of artists on large sets. Games are a great example because they take

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so long to develop and there's a lot of different moving pieces. So we've talked a little bit

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about what key art is, what it can do for you and your campaign and how it might help

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working on a large team of designers. Now we're going to go into an example of making

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key art for a music festival that takes place in the state of Florida. And I'm using this

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example from a very particular music festival that I once went to, which was based in Okeechobee.

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So I'm back and we're in the backyard, but let's go ahead and work out this exercise

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and making key art for a music festival based at a place in Florida called Okeechobee. So

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Okeechobee is a place full of swamps and I don't know if you've ever been to the Okeechobee

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music festival, doesn't really matter. But when I was there, they had all these little

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islands. There were some different stages. I felt like an alligator was going to crawl

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out at any moment. But if we're going back to this idea of making key art for a poster,

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one of the ways that I would brainstorm essentially approaching the task of illustrating for this

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festival would be to brainstorm different ideas of visuals that represent the place.

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So that could be people who are there, the setting itself, where the event takes place,

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and then the types of things you might see there like food, music, activities. And I

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love music festivals, especially for illustration exercises, because if you've ever been to

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a festival, you know that there are some key things that stay the same every single year,

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but then there are usually seasonal elements that change, maybe new vendors or like a really

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dramatic piece of art that is just put up somewhere in the middle of the campground.

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And so as an artist and an illustrator, I think one of the ways that I would approach

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making key art for this type of event is to basically write down the types of things that

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I would see at this event, maybe even discuss with the festival organizers what would go

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on. And then from basically brainstorming and creating a word cloud of ideas, what we

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could then do is do some really quick sketches, set a timer for about 15 minutes and not really

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doing complete fleshed out sketches, but just doing little thumbnail designs of what these

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images would look like. Now, if you've never heard of a thumbnail before, this is a great

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time for me to explain what it is. A thumbnail is essentially a one inch by one inch drawing

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typically done on scratch paper in pencil or with pen. I like pencil because you can

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erase and you get the idea that these are just previews. And then you try to essentially

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get down the drawing. So let's say I'm trying to draw a frog. I'm going to spend two minutes

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drawing a frog. And then if I like it, great. If not, then I'm going to spend another two

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minutes drawing a different frog. The idea here is not to get these drawings perfect.

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We don't want to get these drawings perfect, but what we do want to do is get a bunch of

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ideas down onto paper, warm up our hand and get the brain flowing. If you are an artist,

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designer, illustrator, someone who usually works with drawing images, this might be a

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little bit easier for you, but I would say still engage with this exercise even if you're

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not used to it, because it'll start to get you thinking about images, not being so hard

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on yourself. And then just playing with shapes and being a little bit more abstract is important

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here. Just try to be super quick with these drawings because then you'll get a sense for

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what's actually worth spending your time on once you get to the computer and start making

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more fleshed out. Something I sometimes see with newer designers is that they really love

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playing with color. Maybe they'll choose like some pastels or crayons and they'll get really

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sucked into the weeds and the details and composition of one single drawing. And I think

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that's fine for a single piece of artwork, but even before you get to the stage of deciding

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you want to flesh out your artwork more, I think it's a great idea to just get all the

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ideas out there. And so with this thumb nailing exercise, maybe you even spend an hour, but

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you just spend five minutes on every single little idea that you have and you could draw

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the squares beforehand. So if we're dividing an hour by five minutes, what does that give

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us? That gives us drawings in the end and then you can choose the best ones that you

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like and then spend more time on just the best ones. The reason why we want to brainstorm

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and get all the ideas out on paper first is that we know that we've given ourselves the

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time to explore the possibilities and then we can worry about things like color, style,

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how we're going to execute fleshed out art. We're just doing these in pencil and so let's

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brainstorm out loud what kind of images we could make for this festival in Florida. I'm

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thinking alligators, islands, swamps, stages. What kind of food do you like to eat at festivals?

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I like hot dogs, I don't know, smoothies, guitars, dancing. Dancing might be a hard

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thing to draw just abstractly so if we narrow it down, maybe we do people, maybe there's

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a type of style of person. You can do stick figures if you like, but don't get so caught

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up on it. Sun, maybe it's water. We're just trying to make these kind of quick and then

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as we explore drawing out these designs, you can see what's really going to be feasible,

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but it's important to just let it flow and if it starts taking a little bit too much

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time that's a good indicator of moving on to the next idea. Alright, great. So at this

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point you should have all your thumbnails laid out. There's probably going to be about

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12 of them. What you can do is choose really five to six of the images that speak to you

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the most. What we would do with these images is try to make higher fidelity art with just

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the sketches. There are a few ways to do this. If you like to draw and use a very physical

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pen to paper process with markers, you can do that. You can just outline them in black.

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If you are a digital artist, you can take this to your computer. I would recommend from

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here actually starting another mood board process just for the illustrations and the

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reason why I would do this is because there's so many different ways to approach illustrations

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and we want the branding, the look, the feel and the vibe to really match the music festival.

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And so for example, while it might make sense to do kind of slings for something that's

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a little bit more handmade for a music festival, maybe you want to explore 3D art or you want

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to try some AI generated art. It's really up to you to decide as an artist and a designer,

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but the possibilities are endless. Now is the time to narrow down the possibilities

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and when you create mood boards, you can choose three directions. You can put together three

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different mood boards of what you might like to do. And if you're unfamiliar with mood

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boards, I highly recommend that you visit the episode on mood boards or finding your

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tastes and the episode on where to find design inspiration. And that's on this podcast.

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Go ahead and give those a listen and then you're just going to create some mood boards

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from websites like Designspiration, Beheath and find some illustrations, at least six

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images that have one specific style and then that's going to be one direction. You can

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create as many mood boards as you like, but at the end of the day, you need to choose

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a one direction that's really strong, really dignified and that's going to be applied to

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your illustrations. Don't spend too much time on this because the next thing you want to

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do is actually try to execute making your illustrations in the style that you like.

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And the thing is, if you try to make it too perfect, picking out mood boards and styles

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before you actually even try to execute it, you might find that, well, you wanted your

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illustrations in this style, but maybe you lack the execution ability or it's just not

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really working in the way you thought it would. It's good to try things really quickly and

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then find solutions. As I mentioned before, you can always hire another designer to make

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your illustrations in a specific style if you like the style that they have. A lot of

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times illustrators and designers can even work out this subnailing process for you,

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but I think it's fun to be engaged and even if this is not your main job, you want to

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take it to pen and paper first. That's going to be the easiest ways to get your creativity

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going and then feel like you had a say in the process. Now, when it comes to developing

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key art on a timeline, I feel that depending on the event you have, you want to give at

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least one to three months to your artist or designer to get this project done. If you

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have more graphics, I would say add on an additional week for every single image above

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the number three that you include. And I think that's fair just because genuinely, if you

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want the execution to be done correctly, the more you add on, the more time it takes, it's

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only fair. And if you ever wanted illustrations and graphics more quickly within a one to

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three month timeline, I would say that's when you start looking at images and graphics that

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are already made, that are already pre-done, that you can just buy the license to use.

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They exist out there and they're on websites like Creative Market. You could even venture

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to use icons on the noun project. There are lots of different solutions, but try not to

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rush an artist or a designer. Give them time. It takes time. If you're in a rush and you

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have this bigger vision, lower your expectations.

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So I have to be honest with you. I feel like I've said pretty much everything I can tell

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you about Key Art just by doing a voice audio workshop, but I did promise you that I was

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going to talk a little bit about AI art and generative AI today. And why do I have any

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authority to talk about this? I did work at an AI startup for about six months until it

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went defunct. At the time we were building a generative AI product, it was essentially

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what Adobe Firefly looks like right now. If you have no idea what I'm talking about, generative

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AI is essentially a text to visual AI product. It uses large language models to match words

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like dripping pink gooey rug on the beach to visual images from a visual library. And

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just from a string of words like that, you can generate images that take inspiration

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from the library AI has. You can add in your own image references and style references.

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There's actually a really good product available on the market called Adobe Firefly. It's currently

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free to use. And another reason why I have authority to talk on this topic is because

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I've used it quite a few times, especially working with my current agency, the Creative

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Exchange. Now I'm going to tell you what I think generative AI is good for, what it's

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not good for. And I truly believe this could be a longer episode. So I'm going to give

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you the TRDR, the too long don't read, or basically the cliff notes. Genit, I feel,

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especially for talking about Adobe Firefly, this is basically like a website that you

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can use. It will generate images for you. I think that the website itself still takes

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a lot of fine tuning to use. There are pretty good tutorials online. I'd say on TikTok,

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I found one by Pink Pony Creative that someone at my agency sent over to me. And I think

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what it's really good for is if you want to put in like a word, let's say that word is

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giveaway, and that is the structure that you want to generate, like a really cool dripping

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pink gooey style. You can put in your own vector arts and then change the style pretty easily,

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pretty quickly. You do have to tweak with the settings. And I've had a few experiences

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where maybe I put in a word that I wanted to change into a different style. Maybe it's

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like chromatic, fuzzy, whatever. But if you don't get the structure style down correctly,

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it can end up changing just entirely the word that you wrote out. So this work is not good

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on its own. I think it still needs a lot of massaging, as one of my design friends said.

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And the other thing too is I just think that you still need to have good design sensibilities

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to use these products. You still need to know different image types, like PNGs versus JPEGs,

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and what ratio of images are good to use. I think sometimes AI can actually generate

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some cool textures that, or like elements of like stylized words, for example, that

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are cool to cut out in Photoshop and then add to other designs because I'm a big Photoshop

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user. I love it. I love collage style. I think it's good for that, but I think on its own,

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it still looks AI generated to me. And I think that can be its own use. It's like going into

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a clip art folder or in like just, you know, it gives me more variety and ways of playing

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around with ideas, especially if you're not like a Photoshop user, you don't have the

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patience for Canva. But frankly, I'm not even going to tell you that this is a tool that's

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super easy to use. It takes some time. It takes some learning, but I do like it when

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visual tools are a little bit more accessible for people. But yeah, I think standalone as

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a product in itself, it's almost like a new category of visuals that I just don't think

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anyone can confidently say can stand on its own legs without some sort of experience,

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not even design experience, but like time with the product, I would say it takes 10

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hours to really get used to it, which isn't a super high investment. I would say Photoshop

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takes anywhere from 50 to a hundred hours just to get some usable range of actually

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creating some good outputs. Now, if you are a Photoshop or Adobe Suite user, you know

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that AI is really integrated into a lot of these products as well. So Illustrator, Photoshop,

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their generative fill backgrounds on Photoshop. I don't think these are as good as using

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Adobe Firefly. And the reason that is has to do a lot with basically how AI works. And

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I find like the best AI products actually has to do with some technical like CPU, computer,

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graphics card synergy that I fully even can't explain. Again, even at the AI startup, I

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was a product designer and I was designing the interface and I have like limited knowledge

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of the backend. So what I can say on a separate but related note is that a lot of companies

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are integrating AI into their features these days. Even Figma recently at config demonstrated

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some really cool uses of AI generating user flows of user interfaces. And they did say

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though, I will say this like very clearly that what they demonstrated on stage is like

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a private beta that they tested with some permission using other people's interfaces

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and whatnot. And the thing is what I know about AI and generative AI is it's actually

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extremely expensive. The computing cost of it is not cheap. So the reason why I feel

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like a lot of these big companies are coming out with like some like good products is because

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they can actually afford the cost of generating. But that's almost like barely. I think one

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thing that I learned from the AI startup fail is that the big players in the tech industry

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now are the ones that have the money and the resources to really do anything with generative

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AI. It's very resource expensive and yet no one's really figured out the monetization

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or revenue aspect. And I think even there's been jokes that they're just hoping that AI

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can figure out the cost revenue model. For this reason, I am highly skeptical and even

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wary of highly relying on generative AI and a design and visual process because what companies

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are essentially doing right now is giving us these products to use for free. They're

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doing the old excuse my metaphor drug dealer technique where like the first few times are

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free and then once you're hooked on it, they're going to start charging you like a $50 a month

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subscription. And you can see this even with a lot of really good tools that exist out

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there for like architects that may be leveraging some sort of AI like they're really charging

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$60 a month. And I think if you are in an industry where you need this, I wouldn't mind

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paying for that. You just include it in your cost. But I also think right now like I see

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designers using these free products and not really charging enough. Like generative AI

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is not supposed to be a cheap solution. Essentially what companies are doing right now is they're

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making it free, they're eating the cost. And once they find the market for it, they're

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going to start charging. So I think that's something to consider. I think it's funny

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because I see sometimes people like freelancing out generative AI services for work saying,

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oh, this is like a cheap and easy fast way of producing work. But genuinely, I think

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it actually is more work for designers sometimes to figure out how to make AI look good, especially

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with like things like Adobe Firefly. And then the second thing is no, it's absolutely not

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going to be free and cheap forever. This is just a way of getting people using the product

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and then maybe finding a way to rely on it before they start charging a lot for it. So

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that's a little bit of my cynical but like business perspective of generative AI. The

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other thing too is yeah, absolutely. I think it's a horrible idea to use other people's

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artwork in generative AI and rip on their style without any permission. I still think

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that is like copying and a lazy way of creating visuals that requires no sort of like talents

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or trust relationship, which as you've probably heard on this podcast, like I care about quite

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a lot. So I would say be careful how you use generative AI. And it's all fun in games to

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add in a vector word group of something like, oh, giveaway, because I want to do like a

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fun giveaway for a brand and just make the words giveaway look fun and match their style.

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But it's totally different. I think totally not cool in my opinion to take someone's illustrations,

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like copy their style, make a bunch of work that tries to replicate like basically knock

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off their work and like the years of expertise. I think that's foul play. And I also think

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people need to do research on how generative AI takes information, your information to

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learn human expectations based upon the info you give it. So if you give generative AI

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information that needs to be private, or you don't really want to share, that's too bad.

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You gave up the goods. So I think that's the gist of what I can offer on generative AI

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at the moment. But if you have any questions, if you think I said something like slightly

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inaccurate, you can go ahead and correct me. I don't mind. But these are my thoughts, my

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take. And I think after six months of being at a crypto startup that turned AI, I realized

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that the team I was working with just had very many issues and no product market fit

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to begin with. And that's one of the largest reasons that I was inspired to create this

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podcast because I truly feel that brands and founders need to have their product mission

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and their values down before they start hiring people. I think it's lazy and cheap moral

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character to just hire people to make things for you on the fly and chase trends. I think

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those types of ways of operating create products that have no backbone. And why should I want

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to stay and continue to work with you if you don't have any sort of strong moral character

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or work ethic or background just because you have money to pay me for a service that I

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could charge to literally anyone else and market on my own? It is my skills and expertise

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after all, is it not? So designers, I think you should think about using AI in a very

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similar sense. And that is not what I expected to say at the end of this podcast, but those

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are truly my thoughts and feelings and I will stand on that rock. All right. So this has

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been my episode on key art. My name is Jules. I am building out a lot of my websites this

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month. We're going to keep on talking about generating AI tools and resources for designers,

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brand and our education. I have some strong opinions, but like I think those are good

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to have, especially in the world where you could essentially do anything you want, do

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something you love, decide what you want to do and don't let other people choose for you.

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So this has been the pool party. Go ahead and visit my website, take a look at my services.

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I have a new illustration package out, send it for my newsletter on my website. That's

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J U L I A E S P E R O dot me and Julia Sparrow dot me. Maybe even add me on LinkedIn. And

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if you listen to this podcast episode, go ahead and give this episode a five stars,

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follow and listen wherever you listen to podcasts, maybe even share it with a friend. All right,

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folks, have a nice day and I'll talk to you next week.

