Perception leaders Danny Gonzalez and Jeremy Lasky share how the company creates visions of the future for some of the world's biggest film studios. We've talked about their work with Marvel, production, design, inspiration, and also projects, where sci-fi film know-how helps improve real-world businesses.
Perception Website: https://www.experienceperception.com/
Film Case Studies: https://www.experienceperception.com/filmwork.html
Perception YouTube channel: https://www.youtube.com/user/Perceptionnyc/featured
Danny Gonzalez is the Co-Founder of Perception
LinkedIn: https://www.linkedin.com/in/danny-gonzalez-9090522/
Jeremy Lasky is the Co-Founder of Perception
LinkedIn: https://www.linkedin.com/in/jeremylasky/
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We are looking for more artists!
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Get your work noticed by some of the biggest and best developers, publishers, and studios in video games today.
This video is sponsored by Xsolla, a global video game commerce company with a robust and powerful set of tools and services designed specifically for the video game industry: http://xsolla.pro/8023
Perception leaders Danny Gonzalez and Jeremy Lasky share how the company creates visions of the future for some of the world's biggest film studios. We've talked about their work with Marvel, production, design, inspiration, and also projects, where sci-fi film know-how helps improve real-world businesses.
Perception Website: https://www.experienceperception.com/
Film Case Studies: https://www.experienceperception.com/filmwork.html
Perception YouTube channel: https://www.youtube.com/user/Perceptionnyc/featured
Danny Gonzalez is the Co-Founder of Perception
LinkedIn: https://www.linkedin.com/in/danny-gonzalez-9090522/
Jeremy Lasky is the Co-Founder of Perception
LinkedIn: https://www.linkedin.com/in/jeremylasky/
Follow 80 LEVEL on social media:
https://www.facebook.com/LevelEighty
https://www.instagram.com/eighty_level/
https://twitter.com/80Level
We are looking for more artists!
Join 80 LEVEL Talent for free: https://80lv.pro/rfp-rt
Get your work noticed by some of the biggest and best developers, publishers, and studios in video games today.
This video is sponsored by Xsolla, a global video game commerce company with a robust and powerful set of tools and services designed specifically for the video game industry: http://xsolla.pro/8023
us today uh we have an usual uh couple of guests um it's uh danny gonzalez and
jeremy lasky from perception vfx this is
an unusual studio they create interfaces for
all kind of sci-fi movies so they did a bunch of fictional interfaces for marvel films
and they are using that experience to create data visualization technologies for the real
businesses i'm sure you enjoy our today's conversation
greetings and welcome to the 80 level roundtable podcast in each episode host
kiril tokorev invites video game industry leaders to talk about the world of game development no topic is off
limits as long as it relates to video game development new episodes are in the works so remember to follow us or
subscribe and share with someone you know will also enjoy the podcast
thank you so much for joining me today and uh today we have with us uh darren gonzalez and jeremy lasky from
perception vfx and we're going to talk a little bit about some of the amazing things that they're doing
so but before we kind of uh go into uh the nitty-gritty can you guys do like
a little introduction tell a little bit about yourself and uh how did uh perception vfx come to be uh my name is
danny gonzalez i'm co-founder of perception i'll give you a little bit of my
background i i went to school for business i thought i was going to take over my father's restaurant
so that was kind of the plan for my future my senior year of college i took a
special effects class to finish with you know cred enough credits to graduate and fell in love with it and from uh
then on out i uh i started to pursue a career in visual
effects i had an opportunity to become a production assistant at rga which was a
studio where i met jeremy but it was the one studio in manhattan that was doing all these great visual effects for
films and commercials and they were working on the greatest um uh you know they would work on the biggest and and and baddest commercials
like for the super bowl and just the really really interesting ones and uh that had a lot of 3d and back in the
mid 90s when i was there that was pretty big deal um [Music]
and um worked there as a pa for i don't know eight months or so
i was assistant to bob greenberg who was uh to this day one of my uh
my mentors and teacher and um worked my way up to uh visual effects artists
in 2001 they decided to switch gears at rga become more of a a dot-com company
than a studio so they close the studio doors and that's when jeremy and i started talking about opening up our own studio
with all the possibilities of what you can do on the desktop the technology was growing so quickly um
and we opened up perception in 2001. so i'll pause there and let jeremy
that's mine in a very quick nutshell uh my name is jeremy lasky i'm danny's
partner and the other co-founder of perception uh i went to college originally to be an
architect uh at carnegie mellon but then soon realized that that wasn't the path for me
and i transferred into the graphic design program at cmu and over my years there i was introduced
to title sequence design as a as a focus as a discipline and this
is back in the early to mid 90s when film title sequences weren't as well
known and um and appreciated as they are today um i had a professor in my junior year that
had a collection of some of the greatest and most iconic title sequences
of all time saul bass's work uh from all the hitchcock films a lot of the james bond title sequences
and he also had a a collection of title sequences from a company in new york
called our greenberg associates or rga um and rga as danny mentioned was a
legendary place uh for film work and specifically title sequences they really became one of the
uh the greatest and most recognized companies in the world that did them um
starting with the original superman titles from 1978 which they had done
all the way through the mid-90s uh the film seven which had a really uh groundbreaking title sequence they just
did hundreds and hundreds of titles throughout the decades um so i was introduced to their work as i said in
my college years and that really uh lit a fire in me uh as something that i wanted to pursue uh post-graduation
um so i got very lucky uh timing was right and i ended up getting my first
job out of college at rga in new york um whole other story of how that happened which i'll save for another day
um but that's where i met danny uh the two of us worked together at rga for uh
i was there from 95 to 2000 uh so a little over five years um danny
was there a little before me and and stayed on a little after me and as he mentioned uh rga changed their whole
studio model um which was exactly the motivation and and kind of kick
that uh that we needed to uh to start our own thing you know we both loved rga so much it was a great
uh place for us to learn and grow and honestly never really thought i would leave that place when i was there and
everything was going really well and i was doing film work and television work and i mean
it does it didn't get better than that for me um so when they uh when they told everyone what the plans
were and going back to the late 90s and early 2000s uh your listeners should remember that
that was the you know the dot-com boom everything was kind of going.com everything was going you know startups
and pre-ipos and everybody wanted to be an internet millionaire overnight um
so the you know the the paradigm was really shifting in the design industry at that time and rga um was right on the
you know the crest of that wave um and they were very successful at unlike a lot of companies that obviously
um uh bombed out after uh 2000 2001
um but it pushed us out the door um we could have stayed on to work on websites
and broadband work um but uh my love was film and television uh animation visual effects
um so danny uh uh and i decided we were gonna take the plunge
um we had also started dabbling a little bit in digital video at the time the two of us took a couple of workshops and
seminars and dv which was another big thing back then like digital video you
know getting a uh little mini dv tapes and being able to produce you know high-end or so-called
high-end broadcast work on a budget uh was revolutionary you know final cut pro was uh pretty new at
the time so for under a thousand dollars you were able to edit uh
and and compete with uh avid's uh which were many times that price
after effects and other adobe software uh was really getting better and better um which allowed us to do motion
graphics and animation on desktop computers uh at a fraction of the cost of what we used to use um danny was
using things called flames and infernos at rga which uh cost tens of thousands of dollars to uh to buy or lease however
that was uh uh done at the time so things were really you know happening in the industry uh that we were taking
very close note of um and that kind of allowed us to recognize that there was a viable
business model here where we could um make a much more cost effective studio
uh to do television and film work um without having to have this insane uh
you know backing uh financial backing that large uh and upscale studios like
rga had um so that led us to incorporate in the
fall of 2001 we signed the papers in danny's kitchen um it was november this was two months
right after 9 11. uh you know obviously we had made our decision months and months ahead of the
day we signed the papers so you know once that momentum started it never stopped
but it was certainly a challenging and scary time in new york in the world
in the economy uh but it uh it didn't it didn't sway us and we moved forward
so guys uh thank you so much for this introduction uh i think it's very inspirational for most of our readers
who are in majority of cases afraid to do the plunge kind of in the unknown
but my question is about the things that you're doing now and um i'm sure you can tell a better story
about that but i'm wondering if there is any any bridge like between these
title sequences that you were kind of infatuated with and where it helped design
and the things that you're doing right now is there any connection at all like does building all the way like the
texts at the beginning arrive and how they capture the items does it have to do anything with
kind of architecting and creating this future of visualizations data designs and so on
well i mean what it what what they have in common uh first and foremost is storytelling you know
everything that we do with perception whether it's for a film or for a technology client is all about telling
a story creating a compelling narrative now obviously film title sequences
do that the best of them do it really really well take you on a journey whether it's at
the beginning of a film uh to set up what that film might be about you know we've done some opening titles like
black widow which have to tell a backstory to lead the viewer into the movie they're about to watch or in
most cases these days uh our titles are at the end of a movie also known as main on end title
sequences and those oftentimes will uh will will function as sort of like a callback
uh to some of the best moments in the film um some of the great uh scenes that we just
watched uh maybe uh using some of the uh design language and
thematic uh devices that were playing out throughout the film we might bring back into a title sequence at the end um to
really you know leave leave the audience uh with a certain feeling and a certain mood coming out of the film whether it's
an upbeat mood or a somber mood or a bittersweet mood as we did with endgame
you know and we had to kind of say goodbye to all of these characters um so you know each title sequence is
designed very carefully with uh with that idea of what's the what's the tone what's the
mood what's the story that we're trying to tell and then i'll let danny talk about the technology work and the storytelling
that goes into that sure so um a lot of what we do in the films
attracts all these technology or i should say engineers or people that that work in
these technology companies um a lot of them happen to be marvel fans so that's a that's a bonus for us but um
they go see the films and they connect their dots as far as the types of technologies that
we're uh designing in these movies can somehow be real within the next you
know three to five years and they might be working on something that's actually within the realm of what we designed for
the films and then they call us and say hey look we're kind of working on something like that it's not gonna come out in two years it's gonna come out in
five but we'd love to collaborate with you guys and your team to design
this product that we're presenting to the public in you know in the year 2026
um but we want it to look cool because the you know the
the program or the back end that's running it is is very strong but the look of it and a lot of these companies
because they're very uh heavy on the engineering side um
don't necessarily worry about the design and a lot of the times that's what hurts
uh these technologies you know they can be great but if people don't want to use them or if you don't create a a great user experience
at the same time nobody's really going to want to you know use them so um
they reach out to us we try to make it look as cool as possible as if tony stark is designing it or someone uh you know someone of
that uh of that mind and um and that's how we end up working with
those uh projects so i have a kind of like a full question
on that so we had a professor at ucla and
she did like this talk about how companies uh not still i get inspired by
each other's activities and there uh one of the examples that they were saying is
um there was like this uh company who created uh concrete like they had cement and they
had to deliver it to like construction sites and uh they wanted to innovate and
this is like the least innovative thing that there is but they had this
problem where they need to figure out how to deliver this stuff faster and in order they looked at their
competition nobody was doing that everybody was struggling with this and they started to look at other industries
and eventually they figured out that the the companies that are doing
very well with quick deliveries are pizza companies who are basically delivering pizza and they
figured out how they work and they went to those you know like dominoes and all the
others and try to understand how their logistics work and so on they integrated some of those
techniques in their own business and became hugely successful one of the most innovative company of like year i don't
remember what but i'm telling the story with with a question in mind so
when you're building these interfaces when you're thinking about this future
that you're creating both for like technological companies and just for movies
uh where do you look for inspiration does this come from the interfaces that
already exist does this come from just sketches that the artists are making are
you looking for the future in the reality around us
or is this something that just pops to your mind and you're putting this on paper the films i mean it's it's it all
comes back to uh the the story and the characters in these films
um the technology that we're creating for these characters have to
they have to support whatever that scene is about they have to really showcase this
character's technology and innovation and in some cases their personality when we're designing
uh tony stark's technology it's very different than when we're designing nick fury's technology or jane foster's
technology or spider-man's technology everybody's tech has to be some sort of reflection of who they are
um their their own level of innovation and their own resources right obviously tony
stark has unlimited resources and and funds and he can create you know whatever whatever uh
money can buy um whereas someone like uh uh jane foster who we designed the tech four in
thor two you know her her attack was was was very innovative but it was more um scrappy
you know pieces of uh radio shack parts and uh duct tape uh put together to create her uh her
devices um when we're designing for shield it's more about you know the utilitarian aspect of it it feels more
like military and mission critical and you know it's not as flourishy and artistic and
impressionistic as you know tony stark's and then with wakanda which was which we
got to do uh you know in 2018 we were tasked with coming up with something that went beyond tony stark and was a
whole other level something that we hadn't seen before but the you know part of that assignment was
how can we pull from the culture of wakanda and fortunately
marvel had a uh had a bible that they were working on a production bible for wakanda it was like 500 plus pages that
outlined all of the clothing and the transportation and the the traditions of wakanda the
different um uh architecture of wakanda uh colors patterns textiles all of these materials
that they had already sort of thought through and were part of that world that they
were building we were able to use his inspiration for the technology of wakanda that we were asked to uh
brainstorm on um so that's a huge part of the inspiration is taking all the the raw materials that the filmmakers and
the writers and the production designers have already thought through for these films and these characters and using
that as our launching pad into the into the technology and then of course it's what does the scene have to convey what
are they using this phone for what are they using this uh interactive mirror for what are they i don't know using
this uh this hologram for and if if we can if we can capture that then we've we've
achieved that goal but if we if we missed that then that's that's a huge miss and that's the most important part
uh it's our most important responsibility is making sure that we're carrying that
story point forward that the audience is following along we're not distracting them with the tech
you know we don't want to be so in your face and take people out of the scene that they forgot
you know what the whole point of the technology was to begin with but we also want to make sure that all
the tech that we create is grounded in some sort of reality and believability and it has some authenticity to it
it's not so far into the future that people won't believe it's possible it's just far enough
that it has some connection with reality and maybe some cutting edge tech that's being developed in a lab or in a
university somewhere that we can pull from and we do a lot of that type of research as well just kind of scouring
the world and seeing what's you know what's in the labs what's in the uh universities right now
that we can maybe use um so all those things are are the places that we draw inspiration from
yeah we actually create um [Music] technology audits for the feature films
depending on what time what what time we we are introduced or what time we brought in for those projects
and they love to hear all the different technologies that we're working with you know with our technology clients and
things like that not that we we share that information because we're not allowed to but there's definitely
some um [Music] uh confidence and of course they understand
that we have the experience in that world and they definitely don't want their the world of black panther or any other
um films to be magical because it's too unbelievable if it's like magic
you know they definitely like jeremy said it needs to be grounded in some sort of uh logic
um so yeah and i think um having as far as inspiration i think having the
the team that we have you know they're they're great design um [Music]
they're great designers but they also have like a like a technology itch or some sort of
um [Music] they just love tech so that's just a bonus
when it comes to us having to research for a film or for um
the technology projects that we have but you mentioned it's funny that you mentioned the cement um project because we had a similar project
that we had to uh find a solution for which was uh a paving company and was this uh you
know the asphalt that they put in the back of the trucks it's heated to a certain temperature and you know when they're driving along in
this um convoy of you know five to ten trucks some trucks slow down they get hit with
traffic and then it throws the temperature off so if you don't pour the or put down the asphalt at a certain
temperature it doesn't it doesn't stay you know it doesn't uh stay strong or you know stay the test of
time and it starts to break up so that was a challenge that we had to come up with you know there's so many
different variables like weather traffic the driver themselves um so we came up with a whole kind of um
application that one person can look at from a master you know control center
and they could see like oh you know truck number five has a flat we gotta go you know send another truck and get that
one back here or whatever it is um so there was a it was an interesting um challenge what that's what they all
come down to is all um design challenges
you know it's not about doing pretty pictures it's about creating something that's beautiful elegant but that works because
if it doesn't work what's the point if it looks beautiful nobody's going to want to look at it anyway
so i have a i have a question like connected with that and uh thank you so much for giving this answer i think that
uh partially you kind of answered my previous question whether and it was um like
does it just have to look cool or does it have to do something like is should be there be some function and
my favorite story about that i think i stole it from mike hill
who's like a designer in movies and games and he gave an example the movie event
horizon like in in event horizons like a sci-fi picture it's about this ship that goes into like
a black hole and everybody goes crazy but um the example that he underlined there is
that in their cockpit like where like the crew was sitting they had this chair for the captain
which was um it was moving with very slowly with some
kind of like a like electric motor or something and every time the person would have to move to see the captain
they would press a button and then it would for like like a minute of the
film or 30 seconds or something painfully slowly would turn and then the kind of the conversation
would continue and so on and his example was that
the chair that was in the movie totally functionally didn't fit because the actor who later
went from this chair he just took because he was so frustrated because he was motorizing this uh
weird furniture he basically took his hand and just swirled it around it was sort of like crazy like on the
where it was installed and my question is like especially when you're doing with film
because i think in in tech it's kind of more utilitarian you still have to there is some business
purpose behind it like but in film how do you make sure that you don't go overboard like when
you know that it's not just christmas lights on a panel but those buttons actually mean
something they do something how do you kind of avoid making them kind of
useless you know what i mean yeah i think that comes with just uh the collaboration with us and the film
companies especially with marvel they know um and and i assume and i hope it's why they
come to us that that it goes back to the storytelling aspect you know we create these elements
with that character in mind whether that person's you know um
the the hero or the villain um there's always something that's that's attached to it you know there's there's always
like a you know background monitor that has something that's just up there it doesn't really make sense because it's blurred out and things like that that
we've done stuff for but whenever something's in focus and whenever something's part of that story
um you know we actually ask like can we get part you know pieces of the script if we don't get to see the movie can we get that scene you know things like that
to kind of give us more information so we can design with with the intent of
you know helping tell that story yeah i would just say that um marvel is
great when it comes to putting our tech designs and screen designs under the microscope and making
sure that everything that we put on those screens and those devices makes sense has a reason to be there has a logic
isn't just background noise or ones and zeros that are put in there for texture everything is there you know sometimes
we're we had easter eggs right because marvel audiences and fans love to find little hidden gems that
uh were put there on purpose um maybe they uh they're they're really well hidden
um but you know we we uh we think that stuff through and uh you know try to try to plant that where
we can um but yeah like danny said it comes down to the storytelling and making sure that everything that we put in there is
there to help move that scene forward or support the dialogue or support whatever
um function that the character is using that piece of text for
whatever the sequence is uh the download sequence or the upload or the hacking sequence or whatever
it happens to be that everything on that screen is is there for that little piece of storytelling
so let me ask you like a a question connected with your previous
answer so you you mentioned that uh people who work with you they love tech
and um i have like a broader question so you've created this business basically
on your own like and you worked in a bigger company and then you built this uh through a number of years
and my question is like what does it take to kind of work for you guys like how do
you find the talent how do you hire like what are
the main things that make you think that this person might fit or maybe things that
immediately say that this is some kind of like a deal breaker and this person is not going to be able to work
with us right i think first and foremost it has to be the right fit uh personality wise you
have to have a very very huge passion for the work
um and you have to be willing to learn as well because no one comes in to percept we don't hire people that have
the skill set already they kind of come to perception because they're a great designer or they do something specific you know
we try to find people with different skill sets um but the main ingredient for us is
that whoever joins the core the perception team has to be a thinker and has to be able to use their mind
to guide these these designs because number one if you can't explain what you're designing to someone who's
you know to a client for a movie or for tech whatever it is i don't you know there's no point so i
think that the the the idea of having the you know the the the the mentality and having the the
the thinking um is key and then again the passion because this day isn't you're gonna be
you know when when it comes to like the last two weeks when you're working on a film why not go home you might be showering
at the studio and that's something that a lot of people do not want to do i mean there's been times jeremy and i worked on
you know we did iron man too it was probably three four weeks i didn't come home and we didn't even have a shower at studio so you didn't want to
know what what i smelled like uh you know after a week or two but um but we figured it out
you know um we never want to you know burn the team out but but there's a certain passion
that you have to have you know that's kind of the rules of engagement for these sort of projects um and i think people like you know it's
great i want to work on films and they come in there and they do it and just like this is not what i thought it was going to be
and we're very you know we're very black and white when when we're trying to find the right team we tell them like it's you know that
sometimes this could be punishing um but but again it goes back to uh trying
to find people that don't have the skill set of the current team
definitely are are great thinkers um and just loves uh finding solutions
to some pretty um hard design problems especially in the tech
you know there's a these companies are coming to us you know we're working with people that have like you know phds and
all these um uh real real um smart people and it's
just uh they're coming to us to find solutions that they can't figure out and i don't have a phd but they come to us
to to seek the expertise to try and figure out how we're going to solve this how can we make this
a moment of delight for for the the people using it or for the you know people in the theater you know
how can we make this special yeah i think uh the the key is uh just
having people that that are bringing something unique and and and special uh to the team that we don't
currently have um it goes beyond uh you know just being able to design an animate
um it goes into um something that's very unique a very special and almost um
uh an intangible quality um that we're you know always excited by
um you know obviously we want people who are talented designers and creatives but
it's that a little little extra something that really helps them uh
uh find a find a seat at perception um you know what danny's referring to is our work ethic we have a crazy work ethic
that i think was uh uh branded into us at rga and rj was
definitely an intense place and that's where we both got our uh our our our butts kicked
uh coming up as as youngins um but that was the culture that we came
up in that's what we saw uh that led to their you know tremendous success
um it was a it was a place that wasn't for everybody and if it wasn't right for
a particular person they they left or they were asked to leave but it sort of like focused it into you
know and i hate to say it like this but an almost elite group um that was there uh at the time and you
know everybody felt like they were special or they were chosen or selected to be there and it created this uh
amazing culture where you know everybody really tried to uh do
their best in order to keep up with their peers because everybody around you was so good and so talented
that you know that that kind of competitive spirit a healthy competitive spirit was a big part of uh my years at
rga and i think that has definitely um carried forward into perception you know
it's something that danny and i are like in our dna now it's in our blood um so i don't even think we think about it
anymore but it's definitely there um you know and perception
uh team members uh have that too and we're very proud of the fact that
our team uh sticks around for a long time you know there's a lot of companies
in our industry where it's more of a revolving door people come and go they they're there
for a few months or maybe a year but that's about it you know we've had people at perception
there for over a decade uh which you know we're both very very proud of i think it's a testament to to
the company the work the team uh you know the opportunities that we get
it's uh it's amazing it's amazing you know we're both very blessed to have to be have
been able to work with such talented people and for such amazing clients and such amazing amazing jobs
um and uh i think that's a big part of it is just having the right team there for the ride
you guys gave some very interesting answers and uh what i heard a lot was like discipline the right mindset
maybe soft skills a little bit of a competition kind of in your heart that you want to do your best job
but like in our audience we have a lot of people who are younger and who are either graduating or
they're doing their first project and one of the questions i hear a lot is
um like what tools do i need to know like uh do i need to know like meijer blender
or zbrush or blah blah blah or something something something and um what's your kind of take on that
like is there some kind of like a magical combination of different
software that you need to know or is it enough to have like you know a pen
and paper and to make sure that you can draw something and explain something like what's your attitude toward that
well i think first off it depends on what the role is that you're you're looking to do i mean obviously if you're
more the project management or producer side of perception you don't really need to know any um
animation software 3d software you need to understand it you need to understand the process and the flow
but you're you're leading a project from uh from production and
uh if you're an artist and you're looking to get into uh the actual animation and the uh the building of
these sequences then yeah for sure cinema 4d after effects the entire adobe suite
actually photoshop illustrator indesign premiere we use all of them for different reasons
um cinema 4d is our bread and butter for 3d we use some houdini we use a little bit
of unreal now we're getting more involved in that for compositing programs like nuke
is indispensable to us um so it really all depends on the role you know if you're just an editor then
you're going to be a master premier if you're a 3d animator then you're going to be the
master at cinema 4d and all the various modules that that you can get into in that world
so uh and um kind of like the last question that i have uh
one of the challenges right now that everybody has especially like in
business is that there is uh too much information
like there is too much data then there's too much information and
to kind of trying to harness some kind of like business intelligence out of all of that becomes more and more
challenging every day and one of the one of the tasks that our 80 level team
has like apart from the 80 level one is trying to figure out to figure that out
and um we're constantly trying to figure out how to visualize that information like
how to show you know what it means like all those zeros and ones and so on
and my question for you guys is since you're kind of in the future
you're trying to create this interfaces both for story but also for like real businesses
what do you think is going to happen in the next like five years like how are we going to look at this information all this data
are we gonna rely on some you know i don't know like vr xr
ar things are we gonna rely more on smartphones or
still kind of be connected with these flat screens that we're we have at home or we're going to have like five
monitors to figure this out like what's your take on that like where what does the future hold in this
direction i think there's going to be a huge um
influence i mean for me personally but i always like to say you know w
we're kind of designing ourselves out of a job because the ultimate interface is the one you don't see and you don't need
to use you know it just knows automatically like you know i get my car it knows it's me it's driving me to work it's take
it's doing everything for me you know um so it's hard to say you know what might
be being used uh five years from now because i feel like i can give you five numbers for the lottery and i'll be
closer with that than i would be with technologies that are going to be out there because from the from when i was at rga in 95
until now and just seeing what i went through with computers and things like that and then seeing like i have a
a 20 year old daughter and 17 year old son you know they automatically grew up with the ipads and all that like there's
a huge like explosion of technology
so you know within the next five years is it gonna be multiplied is it gonna be
slowed i don't know i feel like it's just gonna i mean obviously it's gonna advance i just don't know how fast it's gonna go
so i think there's definitely gonna be some ar um you know i i picture
you know someone like myself obviously getting older you know and i wear glasses maybe there's something in the newer glasses that's telling me you know
things you know obviously there's the watches that tell you you know your your health and if you're hiking and you
know it shows you the map of the trail you're on whereas when i went hiking with my father we would have a piece of paper on a map
and we'd probably get lost because my dad was holding it upside down you know so um
history i mean i you know i just think there's going to be definitely a heavy influence in in the ar
and and vr obviously there's the the metaverse um [Music]
who knows where all these uh the the the whole monetary um
um i guess you know uh the the business in that regard with
nfts and bitcoin things like that like there's just so many things that are right now
opening that i'm not sure which way certain things are going to go and what no
what's going to be in the future all right
guys well i want to thank you for your time i know you're super busy and you just had a huge project that you because
we rescheduled this a couple of times uh thank you so much i hope you find
more clients and do more amazing things and your um at your studio and we'll leave the links so if everybody anybody
wants to learn more or maybe send you an application um they can do
that through the email there all right thank you so much and appreciate uh yeah it was a pleasure thank you yeah
thank you thanks for enjoying another episode of the 80 level roundtable podcast
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