Breaking Down the Wisdom of Steve Jobs

In his 2005 Stanford University commencement address, Steve Jobs offers some of his life wisdom to graduates by sharing three personal stories. In the first story, Job discusses what it takes for an individual to ‘connect the dots’ in his or her life. He explains how one can only connect the dots looking backward, not forward. People can never accurately predict the future and determine exactly how things are going to work out and why. They only see how ‘the dots’ connect in moments of reflection when the past can be viewed objectively. Steve Jobs explains to graduates that the key to reducing anxiety about the outcome of their future is to be faithful to something that is personally meaningful. Whether that means trusting in karma, god, or anything else is up to individual preference, but it is necessary in order to maintain the believe that one’s future will work out alright.

1. Connecting the Dots

Jobs recounts how ‘connecting the dots’ took form in his life. Despite his incredible professional success, his early adult life path was neither easy nor clear. He explains how he dropped out of Reed college after the first six months of enrollment. He simply could not justify attending classes, especially ones that did not interest him, when it was costing his financially-struggling parents all of their life savings. However, while he realized that attending college in a traditional manner was too costly, there was still knowledge to be gained if he stayed on campus as a non-student.

He decided to remain at Reed, living here and there with friends, and routinely ‘dropping in’ on classes that piqued his interest. In reference to sneaking into cool classes, Steve Jobs claimed that “much of what I stumbled into following my curiosity and intuition turned out to be priceless later on”. He recalls how attending a calligraphy course gave him wisdom on typography and the effect of beautiful text. This is what ultimately provided him the inspiration to make the Mac during his time at Apple, which was “the first computer with beautiful typography” and multiple typefaces with proportionally spaced fonts.

2. Dealing with Love and Loss

In his second story, Steve Jobs identifies his relationship with love and loss. He says the secret to doing great work is to actually love the work one is involved in doing. He recalls how he started Apple in his parents’ basement at age 20 because he had an extreme passion for what he was doing. This passion led to resounding success until life threw him a metaphorical curveball. He was fired from his own company at 30 years old. However, he did not let this apparent loss sway him from pursuing his passions.

Jobs exclaimed how “the heaviness of being successful was replaced by the lightness of being a beginner again”. The situation forced him to redirect his efforts, and he started Pixar which eventually came to be known as the most successful animation studio. Moreover, he maintained a passion for computing and was later on brought back to Apple after his initial rejection, when they purchased his company NeXT. Ultimately, Jobs attributes love for his work as the defining factor that has resulted in his continued success and happiness. He leaves this story on the note that “it is as important for people to love their work as much as they love their lovers”.

3. Confronting Death

Jobs’ final story revolves around death and the impact that it had on his mentality. He shares how he was diagnosed with cancer and the doctor instructed him to get his affairs in order. Jobs realized that what he had received was a polite death notice, and that he would have to share the difficult news with his loved ones. The finality of death forced him to analyze his day-to-day life. He says he realized the importance of having the mentality that each day should always be lived to satisfaction, as if it was the final day on earth.

Steve Jobs then directs his experience toward the viewers and challenges them to think of whether or not they are satisfied with their present life. If the answer is “no” for too many days in a row, Jobs states, then it is time to make a change in one’s life. He assures the crowd that nobody wants to die, not even people who want to go to heaven. That is why it is so important to see the value in one’s time, and to live life presently and to the fullest capacity possible. Luckily, the cancer that Steve Jobs had mentioned in this speech was was a rare form that was treatable by surgery. He was able to live healthily for a bit longer, and it taught him a valuable lesson. Jobs concludes the speech by urging the graduates to “stay hungry, stay foolish”.


How does this wisdom relate to me and my thesis project?

I can certainly relate to Steve Jobs on his first topic. While I never dropped out of school, I initially struggled greatly at TCNJ and was not seeing the personal value in my engineering studies. It was not until I changed majors to interactive multimedia (IMM) and starting attending classes that really inspired me, that I truly recognized the value college education had for me. My interest in IMM subject matter inspired me to pursue an individual study in electronic music and now a thesis project focussed on music production.

At the time of major transition, I felt like a failure because I was not succeeding at my original goal of attaining an engineering degree. However, now I can see the dots connect in my past. If I had not struggled I would have never tried new classes, met exceptional faculty who inspired me, or become so interested in interactive multimedia. I would never have opened myself up to all the learning experiences and personal connections that drive my academic pursuits today.

I can also relate to Steve Jobs’ experiences with love, loss, and death. While I have never had a direct encounter with death, I was diagnosed with Bipolar II Disorder, Attention Deficit Disorder, and Generalized Anxiety Disorder during my sophomore year at college. These conditions led to a tenuous mental health situation that derailed my academic progress and resulted in my hospitalization for about a week. The major depression I was experiencing at the time made it seem as though I had been delivered a death sentence. I struggled with the knowledge that many individuals with these conditions are confronted with the danger of suicide.

However, I was largely able to overcome these conditions through cognitive restructuring, defining my self-narrative, adopting an attitude of gratitude, and finding work that I love. Currently I am engaged as a full-time student and WordPress web developer at TCNJ. I have developed coping skills and manage my conditions daily to the point that most people would not know I struggle unless I told them.

Like Jobs, I realize that a life well lived, is a life that contains meaningful and lovable work. No matter what one struggles with, this fact remains true. I love web development because it is challenging work that is both technical and creative, and it allows me to leverage some of my best strengths. This is why I continue to value the work I perform on college websites and the WordPress support/trainings I provide to TCNJ professors, students, and faculty. I also love songwriting and music production, which are subjects where I am driven to increase my knowledge and develop advanced skills. That is why I am currently engaged in producing an original 10-song hip-hop LP for senior thesis.

I know my senior thesis project will be rewarding because I am currently a little foolish in that there is so much to learn, but I am ready since I am hungry for the knowledge. Perhaps, this is the very reason I was inspired to call my project “More Knowledge” by Emcee (Kyle) Lee. Just as rapper KRS-ONE said in an interview on the popular Netflix original series “Hip Hop Evolution”, it was the hunger that drove him to perform and succeed while living and struggling in the South Bronx.

Cyberpunk Detective [Prototype]

Materials: (listed below)
Budget: $200-$500
Timeline: (attached)

TECHNICAL STRATEGY:

Leading the charge in visual effects, art direction, and editing, much of my part when it comes to this project revolves around the way scenes are actually executed on screen. Involving a list of advanced effects and scene compositions, most of the programs I will use to create this project involve industry-level applications to give the true visuals that the team is looking. Below is a list of programs that I will personally be dealing with for the course of the project, with a small description attached to each:

[Modeling]

  • Maya: Main 3-D modeling software. Others can be used based on preference. (Free)
  • ZBrush: A digital sculpting tool that combines 3D/2.5D modeling, texturing and painting (good for character design) ($29/mo)
  • Houdini: Industry-standard software that specializes in the creation of visual effects in film and game. Major VFX companies such as Walt Disney Animation Studios, Pixar, and DreamWorks Animation uses this. (Academic License: $75)
  • Marvelous Designer: A 3D design tool for clothes and fabrics. (30-Day Free Trials, $50/ mo)

[Animation]

  • Dynamixyz: Real-time facial motion-tracking software (Software is available, camera alternatives to be researched)
  • F-Clone (Back-Up): Much cheaper alternative to Dynamixyz (Free Trials, $58)
  • iPi Mocap Studio: A tool to track 3-D human body motions and produce 3-D animation. (Free Trials, $45/yr, requires two Kinects)
  • Motion Builder: Autodesk software that will be used to make fine-tunes to motion captures

[Rendering]

  • RenderMan: photorealistic 3D rendering software produced by Pixar Animation Studios (Issuing a request for an educational license)
  • Arnold (Back-Up): With Maya; Free

[Compositing and Editing]

Nuke: Industry-standard node-based digital compositing and visual effects application used for television and film post-production. Already have a 3-year free academic license.

Most of these programs I already have a pretty fair grasp on. It is Houdini and Nuke in particular that I will be focusing on primarily over winter break to learn, as I am the most unfamiliar with the two. It is advantageous to learn these programs because they invite for an industry-level look for the project, as well as provides valuable skills to incorporate into my skillset.

AESTHETIC STRATEGY:

In terms of stylizations, the team has begun looking at different artistic approaches we can take the film, as well as researching any assets that we could use as props, environments, or references. Having just finished the script complete with scene-by-scene descriptions and dialogue, the primary focus will now be on art style and development. Some of the websites we have been looking at that provide free or cheap assets that will be useful for us to include involve CGTrader, Turbo Squid, and Art Station. For the most part, with the theme being cyberpunk there is only so many directions you can take the look without changing what it is, however we will most likely be taking a more realistic approach to how objects are rendered.

IMPLEMENTATION:

In terms of what is complete at this very moment, at this time the script is 100% complete with only minor edits to dialogue to be made. Overall concepts are present, complete with scene- by-scene descriptions that will help construct each scene in a 3-D setting. It is 19 pages in length and is typed entirely in Celtx, which is a website designed for professional scriptwriting.

For a synopsis, the story takes place in a hypothetical version of New York City that has undergone a cyberpunk transformation, and centers around a detective named Kallan Kade who has been retired for quite some time now. Renowned for his skill and reputation, he is called upon one last time for an assignment that will ultimately force him to choose between what he loves, and the fate of the world. The story includes several twists riddled throughout that immediately shift its tone, as well as one major twist at the very end, which really broadens the scope of the entire film. Other characters of the story include Faidra, The Director, Mr. West, Carmine The Saint, Samuels, and Ghost Zero. Below are character descriptions for each:

Kallan Kade: A retired detective who has lived a life of pain and anguish. He is called upon one final time to complete an assignment that will determine his fate. The whereabouts of his family is central to him.

Faidra: An engineer who goes missing at the beginning of the story who holds a big secret and company asset. Her character development with Kade becomes critical to the story’s outcome.

The Director: Head of the police force and intelligence in the city. Presents an ultimatum to Kade.

Mr. West: An important client to The Director. Jovial and high-energy. Has ties with Faidra.

Carmine The Saint: A self-important man in a pinstripe suit. Owner of a Club Rapture.

Samuels: An old friend of Kade who lives in the slums of the city. Former freedom fighter for the War.

Ghost Zero: Highly skilled bounty hunter who is assigned to follow Kade.

So far everything is moving according to plan on schedule. With the completion of the script the team will now focus on early art direction and development, which will begin immediately leading into winter break. During this time I will again take a personal emphasis on learning the fundamentals of Houdini and Nuke to utilize their assets for this project. All-in-all this is very exciting and I cannot wait to move on to the next step.

Intercon Dubai [Industry Event]

Grand Hyatt, 14th-16th October, 2019

The industry event I chose to focus on for my project is a panel-formatted event called InterCon Dubai which is known for gathering some of the brightest speakers with the most transformative ideas that shape the future of computing technologies. Being that my topic is closely related to virtual reality, and the fact that I may very well may be experimenting with it by the end of regular production, I felt this type of event was appropriate to pursue. For this instance, a presentation by Badal Dixit, who is the founder of PearlQuest, was made on how virtual reality is the next big revolution in computing. He began discussing some of the common misconceptions surrounding the technology and emphasized its recent impact upon industries involving healthcare, retail, and immersive art, including filmmaking and video game development.

One of the crucial points he made during the presentation was unveiling how truly exponential the markets for virtual reality is growing. Just back in 2016 the market size was only about 2 billion dollars, but lately with how much it has been trending, we are looking at an exponential growth to 571 billion by 2022. He notes it as a world-record breaking projection for any other industry in the world, which is why it should be taken so seriously. Industry experts note that some of the best stocks to invest in for virtual reality include Facebook, Sony, and Electronic Arts. Job markets are every so expanding with both entry-level and senior positions, with major employers such as Google, Intel, and Microsoft hiring. It truly is such a promising industry, and says a lot about how filmmaking may evolve once our world becomes more immersed with the technology.

Thesis Brainstorm: part 1

Draft title: Still no idea. Maybe someone can suggest a title for this.

Thesis idea: For my thesis, I want to outline a company that aids IMM students by bringing outside projects that will give students experience. This company would essentially be a multimedia company, specifically for all the IMM students at TCNJ. Ideally, it would be a company that is mostly active during the school year, with faculty and alumni potentially helping.

Ideal example of how it would work: Company XYZ needs a logo and comes to me to get this done. I then would bring it up to interns (various students) and see who would want to do this, assigning the project, and then sending it out to Company XYZ. In theory, the work put in by students would give them experience, spice up their resume, and provide course credit toward their degree.

If I were to actually start up this company, a lot could go right and a lot could go wrong. Students might not even be interested to be a part of this, which is really where the idea crashes. If no one wants to do it, then what’s the point? However, if there were people who were dedicated enough to help see this through, then potentially it could be a successful company. Since we’re near Philly and New York, there are a lot of benefits that could draw attention to this company. I hope to learn about how I am as an entrepreneur from this project and really challenge myself to see how far I can go with this.

There’s still a lot to take into consideration, so any comments are appreciated!

Leaders and Role Models – VR

Morton Heilig was one of the earliest known pioneers in virtual reality technology, and was also a filmmaker. With the help of his partner, he was able to apply his cinematography skills to develop the Sensorama from 1957 to 1962. The Sensorama was one of the earliest known examples of a machine that provided an immersive, multi-sensory experience to the user. That said, it is widely considered as one of the earliest virtual reality systems. Similar to an arcade racer, the machine featured a game that provided a user the experience of riding a motorcycle through the streets of Brooklyn. It included wind, vibration on the motorcycle, a 3D view, and even smells of the city. Heilig’s whole idea was to create the “cinema of the future”, of which he ultimately ended up discovering. Heilig’s work relates to my thesis project in how I want to create a physical interactive experience for users to use and explore.

Jaron Lanier is also another known earlier pioneer in the field of virtual reality. His interest dates back to 1985 when he left his job at Atari to create his own startup VR company, VPL Research Incorporated. It was here that the first VR goggles and gloves were actually developed, but had not hit the popular stride these accessories had hit today. Since then he has gone on to work in a research department of Microsoft, and is still viewed by many as one of the prime gurus for VR technology. Lainer’s work relates to my thesis in the sense that his developments created the essential pieces necessary to experience a simulation that I want to create. 

Palmer Luckey is famous for his development of the Oculus Rift, which ultimately sparked a gold rush in the market. In early stages of development, the Oculus Rift was but a few scrapped cell phone parts fit into ski goggles. Amazed at how bad VR technology was at the time, Luckey was determined to bring his product to the market, and partnered with John Carmack to bring an audience to his creation. Multiple tech companies, including HTC, Sony, Google and Microsoft, all hopped on this bandwagon, and the rest is history. Similarly to Lanier, Luckey’s work is an essential part to my thesis in which it provides a system to host what I want to simulate. Palmer’s work is probably the most widely recognized by the general public, the Oculus Rift is a worldwide sensation.

Leaders and Role Models

While my thesis might focus largely on the process of 3-D printing, I have to admit that there is more to it than just that. The 3-D printer is indeed important, but it is also very convenient means to an end. A large part of my influence comes from my time building plastic model kits and more recently being introduced to the world of Maker-spaces. For model kits, I primarily have built robotic figures known around the world as GUNPLA. Gunpla comes from a Japanese Animated Universe known as Gundam where giant humanoid mecha are the focal point of the many series’. Gunpla is scaled down plastic kits of these robots where you use craft tools like specialized clippers, sandpaper and paints to put together and customize your own miniature mecha. The ones behind this are the amazing engineers and designers at BANDAI in Japan. It is the work of the many designers and engineers that figure out how to get a giant robot in a TV show into a form that is not only smaller, but still retains the same details. They also make sure that each plastic figure can be constructed with stability and in the most efficient way possible. They way they put parts together in the instructions still boggles my mind. Its almost putting together this crazy 3-D puzzle. It is thanks to them that I had the inspiration to make a toy of my own that focuses a lot on the idea of customization and the act of putting it together on your own. Everyday I try to figure out how they did with each plastic kit and somehow find a way to incorporate it into mine. It will be tough, but once I find a way, I want to also make figure that has a strong level of detail while also being something that can fit on your desk.

While these plastic models and their creators might be the influence of the past, the present and the fact I even known what 3-D printing is is thanks to a more college related role model. If anyone was a role model for this, it would be IMM’s very own John Kuiphoff. John Kuiphoff’s is a professor of many talents and he has a passion for the physical creative aspect of IMM. Through his digital fabrication class, I was introduced to this aspect that I never really knew existed. His class introduced me to things I’ve come to relate to IMM like woodworking, laser cutting and of course 3-D printing. People forget that IMM isn’t always about whats on the screen. Sometimes its whats in your hand. John was always excited to show off his maker-space stuff and work to us students. He didn’t care for skill level at all, just as long as you were satisfied with the end product. Through him, I learned that the maker-space is the bridge that connected IMM’s digital and physical aspects. You weren’t stuck with a picture on a screen. Now you could laser cut it out and give it to someone as a gift. You could design something practical like enclosures for electronics, or get crazy and creative and make silly key chains to show off. It was through him that I found myself in the maker-space almost everyday that it was open, spending ours trying out ideas whether they were big or small.

As for a leader in my field, I do have to thank Josef Prusa for his great contribution to the 3-D printing community. He is a large part of making the 3-D printing movement more accessible to the average Joe. At only 19 he became part of the Rep Rap community, one aimed at making open source free 3-D printers. Now he has moved on to his personally designed PRUSA series which has be hailed for its quality not in just construction and print results, but also for the companies customer service. The company has less than 100 people working out of HQ in Prague and yet, they are able to produce all of their 3-D printers through his own farm which is literally 3-D printer building new 3-D printers.

Minigame Masters IRL

  1. Suichiro Nishiya has directed almost all of the mainstream Mario Party titles except for the first few, in which he worked as a standard developer. Nishiya’s ability to explore different iterations of the classic Mario Party formula illustrates his passion for giving long-time Mario Party fans a new and exciting way to play. Take Mario Party 10, for example. Typical Mario Party games have players individually move around a board, but in the 10th iteration of the series, Nishiya established a new mechanic of having all of the players journey around the board together. This brought a whole new element of strategy to the game, and surprised many players. Altogether, Mario Party is one of the most beloved series in Nintendo’s history, and much of its success is thanks to Nishiya. However, Nishiya has worked on other titles as well, including Wii Party, a more generic version of Mario Party with wider varieties of modes. Although Wii Party wasn’t as resounding a success as any of the Mario Party game, it has a special place in my heart for bringing me and my family countless hours of fun.

2. Palmer Luckey used his experience with working for a military technology company to create the Oculus Rift, one of the world’s first commercial VR headsets. He had always been interested in virtual and augmented reality, even going as far to make prototypes in his parents’ garage at age 17. While these prototypes were rather ineffective, Luckey’s Oculus Rift was a massive success, earning $2.4 million dollars to fund the project back in 2012. Fast forward to today; Luckey’s invention is as successful as ever, especially with developers leaning more to creating VR games and applications.

3. Piotr Iwanicki developed Superhot, a game where time only moves where you do, in 2016. Since then, the game has grown a pretty sizable cult following, especially due to its minimal and stylish look. The game is not very long, but the replay potential is through the roof, especially considering the game gives you multiple ways to execute the red crystal guys that chase you through each level. Superhot was one of the first bigger games to get VR support, and I can confirm the game is SO COOL in VR. This game was definitely one of the reasons I became so interested in VR, and it’s all thanks to the brilliant design of Iwanicki.

Working: Pix2Stitch

I feel confident in my cross-stitch pattern generator idea! (But if you wanted to see what else I had been considering, check out this post.) In short, the idea is to create a web application that turns an image into a cross-stitch chart that utilizes more than the single-color stitches seen in other current online pattern generators. I want to utilize edge detection for outlining, as well as turn “dithering” into multi-color stitches. Adding ornamentation such as beads is a reach goal.

After a few weeks of uncertainty about what to call this project idea, I have come up with what will suffice at least as a working title: Pix2Stitch.

“Pix” refers to both “pics” or images as well as the “pixels” that display them. “2” is a homophone of “to” in English, but it also represents the two lines in each X-shaped cross-stitch. “Stitch” refers to the fact that a user is generating a chart to follow for embroidery!

In order to create Pix2Stitch, I will need to:

  • identify a suitable programming language
  • find or develop a series of algorithms to transform an image into pixel color data
  • analyze this data to find an optimal color palette from among available thread colors (DMC floss)
  • utilize further algorithms to detect edges and segment pixel data into cohesive shapes
  • develop a way to output the resulting chart

Already I am gathering resources and talking to experts, including the brain behind Pixel-Stitch and TCNJ’s own Dr. Salgian from the Computer Science department.

I predict that this project will be very challenging, so I will learn a lot about design and development, including User Interface and Experience (UI/UX). Already, I am learning about how computers “see” and store color data in bits. Foreseen ups include making breakthroughs in what features the program has. Foreseen downs include potentially having to come up with my own algorithms to get it working.

Continue to follow my work here on this blog, category “Robin Friedman.”

MOTION MAGIC

I currently have two ideas for my senior thesis project, of which to pursue I will make a final decision very soon. For the first idea and one I had in mind when going into this class, is to create a demo reel of work I have created thus far in my areas of motion graphics, 3-D animation, cinematography, and more. The idea is to have all of my best works compiled in a cohesive, fluid segment that can be easily viewed and accessed by any person wishing to see. I believe this is a great way to sum up my time here in college, to show all that I have to offer, and show it in a way that would be representative of my skills in editing.

Video editing I would say is my biggest strength. It is also the type of work I love doing most. Composition, rhythm, flow, artistic direction… these are all elements that go into it, and are all elements I love spending lots of time on perfecting. I believe my senior thesis project itself would be a demonstration of my largest skill, while also featuring the other skills I have. Below I will have attached a recent video I edited as part of rush marketing for my fraternity.

https://www.youtube.com/watch?v=c7qAhIQzOsk&feature=youtu.be

Materials for this project will include all works I have completed up until now (which I have saved, for the most part – other pieces were unfortunately lost in hard drives failures), as well as any programs I need to edit/create them. These programs can include Adobe Premiere, Adobe After Effects, Adobe Illustrator, Adobe Photoshop, MAYA, and Final Cut Pro. The only fear I have at this point is not having enough examples of work to create the vision of a video I have. To remedy this I plan to make more pieces on the side, adding to what I already have. I hope to learn the extra leaps it takes to really create an impressive piece that potential employers will be sold by.

ALTERNATIVE IDEA: CMF PROJECT

This is my other project idea for my thesis, it is a lot more ambitious and pretty exciting to me. Given I have permission to pursue, I would like to begin preliminary works for my Spring 2020 Campus Movie Fest film idea, which will be a cyberpunk-themed 3-D animated experience. Last semester, my friend Greg Patten and I created (with some help from others) a 3-D animated film called “A Hero’s Journey” which was originally set to be a VR-compatible short film. Due to our crew being limited to only us two for the majority of the time, we could not tackle this endeavor, although research was made. The film won the silver tripod award for Best Editing, of which I am very proud to have edited, and also got nominated for the golden tripod award at the CMF National Convention. We did not win, in the end, however looking back we really made this project in a last-minute effort, and with better help this time, we plan to go big this upcoming one.

AdPrice.io

My idea for the senior thesis project is to create AdPrice.io, a social media marketing reference tool for the internet. This will be a website that marketers can use to quickly view the current Pay Per Click (PPC) and Cost per Thousand Impressions (CPM) for advertisements across the most popular social platforms.

While researching the topic, I used many relevant keywords on Google to try and find the existence of such a tool already online. However, all I came across were social media marketing blog articles, mostly written by advertisement agencies, which sporadically mentioned potentially outdated price figures. There does not seem to be web tool that has been built for this purpose, where the important PPC and CPM numbers for Facebook, Twitter, LinkedIn, Instagram, Youtube, Snapchat, Pintrest, etc. are all easily viewable and updated on a single page. Like I previously mentioned, the closest thing I could find was a cluttered list on an old blog article, written by a social media marketing agency which was trying to sell their services. AdPrice.io would not have ulterior motives, and wouldn’t clutter the webpage, making for a fast and friendly experience.

I have purchased the domain, and am thinking of building the site on a TBD wordpress template. With some templates, it is impossible to tell the site is wordpress. I love working with wordpress, graphic design, and learning about social media marketing (something I do a lot of during my free time), so this project would definitely leverage my skills. Hopefully this project can help me land a dream job of working in content marketing for a startup, and helps me to learn a ton about the subject.

Ideally, I would love the price values to be as updated as possible, but I believe it is impossible to gather real time values. I will do more research, but it does not seem like there are any APIs or bots around that grab the current values, and it would be difficult to create these. Since price values do not change very quickly, I was thinking this site could be more of an educational experience where I update the going rates a few times a week (easily viewable on the top of the page), and then break down the individual nuances and strategies for advertising on each of the platforms on the rest of the page. I could also attach a blog as a separate page, which would help for google rankings. I still need to spend time thinking about the type of content I want on the site, in addition to the actual PPC and CPM’s.

As far as backup plans go, I would make a content strategy and video for my startup Vey.io, but right now I’m confident in AdPrice.io and am currently trying to figure out a logo. Thanks for reading!