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Eventually, the toying around with toys part got more strategic and serious.

The creative team finally found their way into the technical gist of things and so did I.

The engineers were mostly tasked with determining the balance, production, and feasibility of every toy.

Whether it was an action figure, still model, or has semi-functional parts. Stuff needed to be checked if it was possible to be made or not. They are frankly responsible for quality control, playability plausibility, durability checks, and all that.

Making a Stretch Armstrong needed science and mathematical to work its magic out and I wanted every toy that we produce to have an assurance in every aspect.

Even the precision work of every Lego block is a testament to how a professional design could go a long way and how toy-making should be treated.

It helped quite a ton that the people that my had found were getting attuned to that job and their unaccomplished expertise was popping up and rising to the occasion.

Some of these engineers also happen to work stuff out with cars and they devolved to nerdiness when I tasked them further with all the Transformers plans and characters I had in hand.

The fact that they took mechanics courses should already guarantee a perfect balance of robots and revertability to automobiles that could be found on everyday roads.

The designers had it much different from the engineers and they often clash with them due to their passion for aesthetics.

Basically, they are art people during artists stuff but I found them quite helpful when it came to matters pertaining to angular designs and all that.

There is no denying that some toys only look presentable on one side and a tad bit underdone on another.

They make sure to balance that while also keeping in mind the structural balance that the engineers insist on them.

Of course, as the toy-making went on, they were also exploring further into many possible toy designs.

None were rejected as it was best to keep an open mind. I also wanted things to be systematically organized so that one toy couldn't be overshadowed by the other.

Anyways, a stockpile of toy designs was being made. If all of the toy ideas could be made and logged into online selling platforms, then typing ' Dunphy Toys' would form a catalog of esoteric toy designs but themed with characters related to Dunphy Comics and its titles.

In any case, the back and forths among the divided toy groups were quite frequent but it is these battles that bred great ideas.

I could put that surprising effect by choosing opposing professions to work together instead of hiring true blue toy designers that are satisfied with stability.

It is also important to note that every design being made by these people is the property of Dunphy Toys. They signed the contract with not much questioning and toy disputes and matters about having dividends for their designs are out of the picture.

Nothing is absolute but at least we are ready and are on the side of the law.

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The dividend between aesthetic and functionality ensued and as the opposing but cooperating groups worked on, I was there to look over it and find the essential balance.

An even scale of beauty and feasibility isn't just what is needed to be considered within toys after all.

There are matters of budget, materials, cost-efficiency, availability, ease of production, mass development strategies, and abiding by existing toy guidelines.

Dunphy Toys can't just choke things up by making the toy industry equivalent of the CCA and CARS. Parents needed to be appeased so that they would buy it for their children.

It is my task to find the stable middle ground among these factors and also lean in on one side if a certain toy design needs it.

High-end and low-end, elite and general market, rarity and commonness. The factors only serve to rack up some more.

Toys are simple products but making them is way too expansive in terms of complexity.

Either way, things are progressing quite nicely as I don't want to overload the recently established company, the awaiting manufacturing factory, and the untested market.

Everyone involved was on their groove though as they progressed with every toy idea that they were making.

The Engine Heads and Design Heads can't help themselves after all as they were swept up by the productivity that their 'little boss' was showing.

I work on 40 plus artsy pages of a comic book issue per day after all. I also happen to have time for recollections of every franchise toy I encountered.

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As I quickly grasped and got the grips of most things, I could very liken things with comic-making to give my standpoint on how my duties have spiked up between the various fields.

Comic books were rigid with many meanings while toys were fluid with different applications

Comic books and toys both start out with pen and paper. Comic books are stagnated into being plastered in paper format but toys pretty much span further ahead from being a plane drawing towards a 3D mold.

As a comic book creator, I could do the work in one sitting... granted that I have outlines and outstanding side ideas & corresponding material to guide me. As for toy creation, the work in one sitting needs to be extended levels further until the final result is achieved.

Some even burn up money for research work on how the produced works could go forward.

Not only that with my video game company and arcade Machines being made & production facilities undergoing the shift to Chinese and Asian markets, company expanding overseas etc. is taking it's share of time from me.

In any case, toy making has really bolstered up my effortful participation but I wouldn't be expounding much from the creative conceptual work.

It was up for the future subordinates to do that and as a boss, I only needed that A point, O points, and the X-Z points of the toy-making flowchart to worry about.

I was just hands-on with the pioneering blueprint at the moment to get a sense of things and develop my management skills from all of the leveled toy company stages that I would encounter.

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The toy company adjustment process was still quite long though and there were some things in the school that I needed to take care of.

It was about the compulsory school system and the fact that it at some level hinders me from my important responsibilities. Because no matter what, you have to attend all the sessions and be in school till the time.

At the very least, Dunphy Toys was finally in its preliminary stages and it would only take a few more fixations to make things self-sufficient as I have done with Dunphy Comics.

Of course, due to school worry , I also realized the market for notebooks whose covers are printed with Dunphy franchises but that is something to tackle further along the road.

Peripherals and authorizations could only wait as toys were still a priority along with the slotted animation plan to synergize everything.

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