Parece que el editor no prestó atención o estaba editando esto a la media noche y quería ir a dormir.
¿Por qué crear?
De creativo a creador
Si no estás creando, estás destruyendo
El mito de la creatividad
No tengas ideas
Entrena tu talento
¿Cómo ser original?
Crea para ti
Empieza ya
Get shit done
Los contactos se crean, no se piden
No renuncies (a tu trabajo)
No seas sólo un emprendedor
Aprende a hablar de tu idea
Crea una rutina
Documenta el proceso
Haz productos de consumo
Se vale fracasar
Fracasar sí es una opción
Cómo lidiar con el éxito
Divertirse es cosa seria
¿Qué hacer después del éxito?
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Making a living from creativity is not just a dream, it is a path that requires strategy and dedication. Creativity, by itself, is just the starting point. To really make a living from what you create, it is vital to learn how to sell your ideas. This implies understanding that there is a necessary connection between creativity and monetization. The difference between artists lies in how they turn their works into commercial products, a challenge that many have successfully overcome.
An exemplary case is that of Alfonso Cuarón and his film "Roma". This personal and highly artistic project was turned into a global phenomenon through a strategic alliance with Netflix. Cuarón understood that, in order to obtain the desired reach, he needed to package his work in a way that appealed to the general public, without sacrificing his artistic vision.
Likewise, Guillermo del Toro, with "The Shape of Water," handled commercial pressures deftly. He refused to modify his work to please the major studios and chose a studio with more creative freedom. However, he made reasonable concessions, such as the use of color instead of black and white, and achieved success without losing the essence of his story.
These examples reflect that the balance between personal vision and market requirements is key to recognition and financial sustainability.
The attractiveness of a project depends not only on its quality, but also on how it is presented to the public. Assuming that a work will be appreciated just because it is good is naïve. People tend to consume what they find attractive and easy to understand. A creator must make his audience fall in love with his project as much as he himself is in love with it.
The perception that the public prefers to consume low-quality products because they don't appreciate something sophisticated is a common excuse. Successful artists know that it is critical to package their projects in a consumable and accessible way. Knowing and applying storytelling or branding concepts can transform a complex idea into a desirable product.
Adaptability is a crucial skill to turn failures into successes. A prime example is Nintendo with its consoles. The Wii U, while innovative, did not resonate with the market, mainly because it was difficult to understand. However, learning from this experience, Nintendo launched the Switch, an evolution of the Wii U that was perfectly suited to modern consumer trends.
The Switch achieved massive commercial success by offering innovative functionalities in an understandable and accessible format. The key was optimized design and alignment with industry standards. Nintendo demonstrated that it is not only necessary to be innovative, but also to be in tune with consumer needs to stimulate demand.
For creators, the learning is remarkable: innovation must go hand in hand with clarity and understanding of the market. By making their projects more achievable, they increase their chances of success, transforming brilliant ideas into commercial triumphs.
Contributions 20
Questions 1
Parece que el editor no prestó atención o estaba editando esto a la media noche y quería ir a dormir.
Hay errores en esta clase nueva
La creatividad es parte de la vida. Y el dinero es necesario para vivir
Tienes que aprender a monetizar tu idea/proyecto.
Aprende a hacer atractivo lo que estás haciendo.
“La gente consume lo consumible”
Busca la forma de que conecte con más personas, que sea adaptable.
Es cierto que el audio tiene algunos problemas pero me parece que se debe a que se estaba grabando en vivo, no es tan grave, aunque solucionarlo tampoco seria tan difícil
algunos fragmentos se repiten en el curso, por favor revisarlo.
¡Hola! Aquí encuentran mis apuntes sobre esta clase.
🖊 📚
por favor @teamplatzi corrijan esta clase!!!
Se repite el audio en varias ocasiones…
Si la gente no compra lo que estas haciendo ES PORQUE NO LO ESTAS HACIENDO BIEN!
A ver si editan los audios ya van 2 que no editan bien y llevan mas de 5 meses subidos y no los corrigen
El caso de la Wii U paso exactamente con la Sega Saturn, de hecho, fue peor. Era muy complicada de programar debido a los 2 procesadores que tenia para procesar por separado, y la arquitectura de programación que era mas compleja. Aparte Sony y Nintendo cerraban contratos de exclusividad con varias de las empresas mas importantes reduciendo el mercado de posibilidades para Sega, lo que termino decantando en un terrible fracaso para la empresa. No quita que sean buenas consolas con buenos juegos (por lo menos para coleccionistas como yo XD), pero si no generó ganancias no le sirvió a la empresa.
Haz productos de consumo
Monetiza tu pasión, aprende a hacer atractivo lo que estas creando. No es suficiente con que sea genial para ti si no lo es para el consumo no se va a vender.
hoy en dia tenemos todas las herramientas para impactar al mundo 💪
Por favor arreglen el audio, esta mal editado 😦
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