Be nice. Or else.
I actually found the huge type refreshing. They seem to be proud of the brands they've worked with, putting them front and centre like that.
It really doesn't scale up or make much use of space
Don't forget, making things bigger is also a legitimate use of space.
For the last decade, there has been a cold war happening between designers and developers. Designers have fumed about just how dependent they must be on developers to create mockups that go beyond limited static images. On the flip side, developers have resented their need for skilled designers to help them turn their own concepts into fully fledged, user-friendly interfaces.
This opening paragraph is so aggressive in setting up a false premise.
Because Framer can also prototype for Android, TV, watches, VR and just about any other canvas you can think of. And you're learning a subset of one language to cover all these bases, it's just good value.
I've been offered to take a project but they've stated that payment is an issue. It's an interesting project - a not yet funded startup of second hand clothing
I'm seeing two red flags here. Would stay away.
What makes this better than most other design systems is it frames components around a problem and solutions, and suggests alternatives. It explains the 'what, why, when, where & how'. Most design systems I've seen just present you with a bunch of components and code snippets, which is far less helpful.
From what I've seen Design Inc isn't comparable to a gig economy model at all. It's like curated freelance job listings + curated freelance designers. Not terribly unlike Crew. Once a client and designer are in contact, that's that. The relationship is 1-1 from then on. There isn't really anything about it that devalues or cheapens what we do. I think it's useful for people who don't have a network, or who want to branch their existing one out.
Missed it entirely? Heck no. To keep this analogy going, the stage for VR is still going up, and AR is a model in someone's studio. VR is my current obsession and it's at least a few years away from being where it needs to be technology-wise.
Apple setting the stage for AR & VR products?
If you're regularly working with people who use Sketch then it would make things easier for sure, in terms of collaboration. However, if you're productive and comfortable in a Windows environment there's no real need to switch. I don't think Sketch is by any means essential, it's just the zeitgeist.
Second this. Unity has a steeper learning curve than something like Sketch, especially if you're new to 3D in general, but it's very achievable. The Unity tutorials are a great place to start. The community is very active and you'll find answers online to practically any problem you'll run across.
The payoff from learning Unity (or Unreal) is just too good to pass up if you're genuinely interested in VR. Sketch has it's place for 2D UI elements, creating graphics for environmental textures, etc. But I think VR experiences that are dominated by a single curved 2D UI will become less common over time.
3D is by it's very nature a more complicated medium than 2D, so don't expect to hop into it as easily as you would from Photoshop to Sketch. Try enjoy the learning process, it's fantastic.