A Quote by Tim Sweeney

I can imagine an automotive designer or an industrial designer building a product in 3D, all in real-time. That's the way a lot of people are going to work in the future.
The products we design are going to be ridden in, sat upon, looked at, talked into, activated, operated, or in some way used by people individually or en masse. If the point of contact between the product and the people becomes a point of friction, then the industrial designer has failed. If, on the other hand, people are made safer, more comfortable, more eager to purchase, more efficient-or just plain happier-the industrial designer has succeeded.
How a designer gets from thought to thing is, at least in broad strokes, straightforward: (1) A designer conceives a purpose. (2) To accomplish that purpose, the designer forms a plan. (3) To execute the plan, the designer specifies building materials and assembly instructions. (4) Finally, the designer or some surrogate applies the assembly instructions to the building materials. What emerges is a designed object, and the designer is successful to the degree that the object fulfills the designer's purpose.
The words graphic designer, architect, or industrial designer stick in my throat, giving me a sense of limitation, of specialisation within the specialty, of a relationship to society and form itself that is unsatisfactory and incomplete. This inadequate set of terms to describe an active life reveals only partially the still undefined nature of the designer.
If a product's future is unlikely to be remarkable - if you can't imagine a future in which people are once again fascinated by your product - it's time to realize that the game has changed. Instead of investing in a dying product, take profits and reinvest them in building something new.
If users are not doing what the designer intended (when users are investing time, effort, etc in your product), the designer may be asking them to do too much.
I do very little industrial design. I'm asked a lot, but I certainly don't see myself as an industrial designer.
If the point of contact between the product and people becomes a point of friction, then the designer has failed. If, on the other hand, people are made safer, more comfortable, more desirous of purchase, more efficient — or just plain happier — by contact with the product, then the designer has succeeded.
As a designer, as you get used to Kinect, it's such a different experience for me as a designer - for any designer.
I'm an unbelievable designer. I don't know how I know and just do these things. I just start sketching and then I just know the colors and I always know the forecast. I know green and purple are going to be hot. I was born to be a designer. I worked hard to be a tennis player, I don't work hard to be a designer.
While I was at community college, I studied industrial design because I thought maybe I'd be an automotive designer - I grew up in Detroit - and I also studied, geology because I was interested in science, a little bit.
To work on the competition wear for the Olympics is kind of insane. As a fashion designer, you don't think to yourself, 'I'm going to get the opportunity to work with athletes at that level at the Olympic Games.' It really is such an incredible thing to have any kind of contact with as a designer.
I never claimed to be a computer engineer, but I did train as an industrial designer, and I am a consumer marketer, and I am very comfortable dealing with complex businesses and complexity in general and simplifying it - basically a systems designer.
Designer's derive their rewards from 'inner standards of excellence, from the intrinsic satisfaction of their tasks. They are committed to the task, not the job. To their standards, not their boss.' So whereas most people divide their lives between time spent earning money and time spent spending it, designers generally lead a seamless existence in which work and play are synonymous. As Milanese designer Richard Sapper put it: "I never work-all the time."
I had no special training at all; I am completely self-taught. I don’t fit the mold of a visual arts designer or a graphic designer. I just had a strong concept about what a game designer is – someone who designs projects to make people happy. That’s his purpose.
The fossil record implies trial and error, an inability to anticipate the future, features inconsistent with an efficient Great Designer (although not with a Designer of a more remote and indirect temperament)
You don't have that much choice in your life, which is one of the big lessons I've learned. I was going to be a designer whether I wanted to be a designer or not. So there I was.
This site uses cookies to ensure you get the best experience. More info...
Got it!